This thread will be for clarifications or explanations of v1.x rules
This thread will be closed. As various question threads are answered I will add a link here for easy reference, especially if it seems to be a FAQ.
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Activation Phase
Bluff Token – Cannot be given to a unit with a personal order.
Losing an Order token – You lose that action phase, so your opponent goes again.
When can I use an Autonomous or Special Order
Moving
Heavy Vehicles – When they move over a wrecked Light Vehicle, they inflict one demolition point (v1.2b rules, p. 11, under "Structure"). They can also stop on the wreck if they want.
Heavy Vehicles – May normally capture objectives, unless the scenario say otherwise.
Infantry – Can pass between buildings, but may stop or even assault in such an alley.
Rowboats – Move like other vehicles, they just require crew to be able to move.
Firing Action
Bonuses to Shooting – only apply to shooting, not to Assault. Don't forget the Shot Resolution chart on p. 20!
Firing Arc – applies to all weapons on a Heavy Vehicle unless specified otherwise (Churchill Crocodile).
Suppressive Fire – How does it work?
Heavy Vehicles – Damage localization roles made on HV's are not affected by Suppressed markers.
Supply Phase
Opportunity Fire – Can I use it in the Supply Phase movement? No.
Extra Action Cards – How do Commando or Airborne cards work?
Terrain and Terrain Overlays
Buildings – Howitzer attacks may fire out of them, however Indirect Fire attacks may not.
Buildings – Multi-room Buildings have Special rules for LoS, grenades, etc.
Bunker – Your unit cannot enter a bunker's windows under any circumstances, not even with a special ability or card.
Fords – If there is no symbol indicating a water zone in what would otherwise be a river, it is a Ford. All units can cross that space, including Amphibious units. It is impossible to hide in a Ford (SoN rules, p. 10)
Hills – How do they work?
Stairs with Up Arrow – Dominant Position
Yellow Obscured LoS Marker – That is a Fields marker and applies mainly to infantry. You can find the rules in Game Help – Battlegrounds. Also covers swamps and mud.
Equipment
Demolition Charges – Cannot be placed by Vehicles.
Traits
Sharpshooter – Applies only to the units base attack, does not modify equipment (grenades, etc.) or cards (Panzerfaust).
Triggerhappy – Applied to any shot, including Grenades or Flamethrowers. It can apply to an Airstrike or Artillery card if the card is supplied by a Command Order attached to the same Recruitment tile.
Command Orders
Infiltrated (Miller's Rangers) – This order only applies to units from Miller's Rangers.
Special Abilities
You may find the Special Abilities list helpful if you have a question about an unknown Special Ability. It is old, but still helpful.
The Immutable Rule – Only applies to Special Abilities, so a card can violate the rule.
Blitzkrieg – Rules can be found here.
Engineer (3 Gears) – This is the Engineer symbol, found in the D-Day book.
Flamethrower – Rules are in the D-Day book. Rules for Fire are available in the Pointe du Hoc PDF. There is also some clarifications available here. If you assault a flamer you do not have to occupy the space.
Limited Range 0 – Unit cannot shoot at all, but only melee (Assault).
Medic (Red Cross) – This is covered in the Special Abilities list.
NCO Stripes – These denote the NCO ability.
Substitute (Range 2 wound icon) – This is covered in the Special Abilities list.
Urban Fighter (Structure House with White Arrow) – This one is covered in the Special Abilities list.
Action Cards
Fall Back – The Unit stops if it hits Difficult Ground, but is not destroyed.
Geballte Ladung – Is affected by Return to Sender.
Go! Go! Go! – Can only be played during one of your activations, but does not have to include the unit that is activating that phase.
It Bounced Right Off! — Affects all shots, including grenade attacks, Artillery, Airstrikes, an flamethrowers. However it only cancels the damage, not any additional affects such as a Suppressed marker from a Flamethrower.
Schnell! – Can only be played during one of your activations, but does not have to include the unit that is activating that phase.
Surprise! – If you use this card to assault a unit on the other side of a window and lose the assault, you will need a second Suprise! to avoid being destroyed during the retreat, which counts as a move action.
Thank the Helmet – Can be used to avoid a Booby Trap.
You might want to track down a copy of the Unofficial Rewrite, which has cleaned up the rules text a bit and also includes a number of answers to questions in the text.
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