Professional Documents
Culture Documents
VEHICLES
11.1
General
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11.1.10
11.2
11.2.1 64.1 All vehicles possessing turretmounted armament have two possible Covered
Arcs-one for the vehicle itself and the other for
the turret.
11.2.2 64.11 The vehicular Covered Arc is
defined based on the facing of the counter, and
is utilized for all bow mounted MGs and bow
mounted main armament (SP Guns) as well as
deducing target facing for all incoming fire.
(Exception - hull down targets use their turret
Covered Arc to determine target facing.)
11.2.3 64.12 The turret Covered Arc differs
from the vehicular Covered Arc if a turret
counter is placed on top of the AFV with the gun
pointing towards a different hex spine than that
of the vehicle counter. Turret counters are not
left on the vehicle when the turret and vehicular
Covered Arc coincide. The turret Covered Arc is
utilized to determine the field of fire of all turretmounted weapons.
11.3
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11.4
11.5
Armour Modifiers
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11.6
Target Sizes
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11.7
MG Armament
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Crew Exposure
11.8
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A. No. {COI4-68}
64.44 What happens if an already immobilized tank with a
CE leader receives a KIA on the IFT?
A. After the stun effect wears off, the crew must abandon
the vehicle as per 39.2. {17.2-46}
64.44 Can vehicles that have been stunned ever regain
CE status?
A. Only if a new crew is taken aboard. {COI4-69}
64.44 May an AFV fire with the benefit of the CE counter
in its Prep Fire Phase and remove the counter in the
Movement Phase without the defender getting a shot at
the CE?
A. No, if the CE status is used in determining a hit, the
CE would be subject to defensive fire during the following
Defensive Fire Phase, even if the CE counter is removed
at the start of the Movement Phase. {COI4-69}
64.44 Is the Crew Exposed counter placed at the
beginning or end of the Movement Phase for defensive
fire purposes?
A. At any time during the Movement Phase - remember
that the Defensive Fire &Movement Phases are actually
simultaneous. It is only for convenience's sake that one is
listed as occurring after the other. {COD-105}
A. Yes. {COD-105}
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11.9
Buttoned Up
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11.13 Halftracks
11.13.1 47.1 & 47.2 The normal rules pertaining
to the transporting of infantry with tanks and SP
Guns also apply to halftracks, as do those
pertaining to the use of AFVs as cover.
11.13.2 Halftrack counters are provided in the
game both with and without MG armament.
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11.15 Trucks
11.15.1 51.1 A truck may carry one squad, one
leader, and up to 7 portage points of Support
Weapons (not counting towed guns). Otherwise
transporting infantry with trucks is identical to
the procedure used by AFVs.[Editors note in
fact, the vehicle listings and counters give
vehicle capacities.]
11.15.2 51.2 Trucks may never enter an enemy
occupied hex.
11.15.3 51.21 Trucks, unlike AFVs, may be
captured and used in the same manner as a
captured MG, except that a hex occupied by an
enemy truck may not be moved into during the
Movement Phase.
11.15.4 51.22 Infantry units that move into a hex
containing an enemy truck during the Advance
Phase automatically capture that truck. After
noting the identity of the captured truck on
scrap paper, the captor may use the captured
vehicle as if it was his own, but the vehicle
operates with two less MPs while under his
control. If opposing non-passenger infantry is in
the same hex it would first have to be defeated
in Close Combat.
11.15.5 51.3 Unlike AFVs, units do not receive a
terrain effects modifier for being underneath a
truck counter. Truck outlines do serve to block
same level LOS as if the truck were a stonewall
on the second hex side of the vehicle hex
through which the fire is traced.
11.15.6 51.4 Trucks can be eliminated by either
heavy weapons fire on the AFV KILL TABLE or
infantry fire on the Infantry Fire Table. Any
infantry or MG fire resulting in a KIA destroys
the truck. Fire against soft vehicular targets on
the IFT can also result in the vehicle being
immobilized or wrecked if it fails a Morale Check
called for by the IFT. A vehicle that fails a
Morale Check required by the IFT must take
another normal MC. If the vehicle passes the
second MC, it is considered immobilized. If the
vehicle fails the second MC it is considered a
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11.16 Jeeps
11.16.1 52.1 A jeep may carry any two officers
and one support weapon or any one crew. In
addition, a jeep may always tow a gun. [Editors
note in fact, the vehicle listings and counters give
vehicle capacities.]
11.16.2 52.2 A crew, squad or manned MG may
fire from a jeep. However, as is the case with all
vehicles if it fires in the Prep Fire Phase it may
not move in the Movement Phase, and if it
moves in the Movement Phase its firepower is
halved in the Advancing Fire Phase.
11.16.3 52.3 If a jeep is destroyed it is removed
from the board. Jeep wrecks do not exist.
11.16.4 52.4 Jeeps present no obstacle at all to
LOS nor dice roll modifiers for fire directed
through them.
11.16.5 52.5 Except as modified above, Jeeps
are treated exactly the same as trucks in all
respects.
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11.19 Wrecks
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11.21 Gyrostabilizer
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facing the hex moved into. [Editor's note they can pay a MP penalty to move outside the
VCA]
11.26.6 30.6 Vehicles may freely move
through hexes containing friendly infantry
units.
11.26.7 30.7 Unlike infantry units AFVs may
move into an enemy occupied hex during
their Movement Phase. However, they must
pay double the normal cost (4MP/AFV +
COT) to move into a hex occupied by an
enemy AFV.
SQLA - [30C] Any vehicle or wreck in the
road hex negates road movement for other
vehicles entering the road hex.
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11.29.13
Units firing at a vehicle that has
used bypass movement to end its turn in an
obstacle hex no longer trace their fire to the
centre of the target hex. Such fire is traced from
the firing hex centre to the target's Covered Arc
Focal Point.
11.29.14
Fire from vehicles in an obstacle
hex that utilized bypass movement to enter the
obstacle hex must be traced from the Covered
Arc Focal Point and could be blocked by an
obstacle in the firer's hex.
11.29.20
A wreck or an additional
vehicle outside the obstacle in an obstacle
hex eliminates the possibility of additional
bypass movement through either hex side
of the wreck/vehicle's covered arc.
11.29.15
TARGET FACING-The target facing for Defensive Fire vs. a bypassing vehicle is
determined by placing the vehicle on the hex
side traversed and resolving as per the
following diagram, Vehicles are never actually
placed on hex sides except briefly to resolve
defensive fire vs. moving bypass vehicles.
Target facing for stationary bypass vehicles
beginning a player turn in the target hex is
determined normally using the Covered Arc
Focal Point as the centre hex spine of the Front
target facing.
11.29.21
AFVs utilizing bypass
movement in a hex may not execute
Overrun attacks vs. infantry targets in that
hex. To Overrun an infantry unit in a
building or woods hex, the AFV must
actually enter the obstacle itself.
11.29.16
AFVs occupying a woods or
building hex as a result of moving through the
hex, as opposed to around it via bypass
movement, are not subject to bypass special
restrictions for move ment and LOS. Such units
may leave the obstacle hex in any direction and
receive and give fire in any direction as in the
basic game.
11.29.17
AFVs in a wooden building hex
are considered in the building and not in bypass
status if placed beneath a rubble counter. A
vehicle may not bypass a rubbled or burning
building.
11.29.18
AFVs in a woods hex are
considered in the woods and not in bypass
status if placed beneath a trail break counter. A
vehicle bypassing a woods hex that happens to
contain a trail break counter is placed on top of
the trail break counter.
11.29.19
Vehicular stacking limits remain
unchanged. A hex can intentionally contain only
one vehicle, even if additional vehicles would be
placed on different sides of (or in) the obstacle
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11.29.22
AFVs utilizing bypass
movement to end their turns in an obstacle
hex may not force opposing infantry units
to leave that obstacle hex except for
Inexperienced or pre-1942 Infantry. Such
infantry could fire normally during their
Prep or Advancing Fire Phases vs. other
targets and attack the AFV in their Close
Combat Phase after passing the usual PreAFV Attack MC.
11.29.23
AFVs utilizing bypass
movement to occupy a hex containing
opposing units may not attack those enemy
units while in the same hex (Exceptions: AA
MG armament and Close Defence
Weapons).
11.29.24
Fire directed against
passengers, or the crew of a halftrack or
other open-topped AFV from an upper level
building in the same or adjacent hex is not
subject to the usual AFV cover modifiers
including the + 2 DRM a halftrack usually
gives its passengers.
11.29.25
Units concealed or hidden
from view entirely in a woods or building
hex do not lose that status due to a vehicle
moving around (within the hex) the
obstacle. The concealment status is lost if
the vehicle remains in the same (not
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11.29.26
Vehicular bypass of a woods hex
by a tracked vehicle does not remove any wire
counter that may be in that hex.
A. Yes. {KM}
A. No. {COD-106}
A. Yes. {KM}
112. Can a vehicle use bypass movement if towing a
gun?
A. No. {KM}
112.41 & 112.2 Is the debarking MP cost doubled while
using bypass movement?
A. Yes. {17.2-29}
112.42 Do these passengers still receive protective
DRMs from the AFV?
A. Only the +1 DRM for infantry on foot beneath an AFV.
{17.2-29}
112.42 According to 112.42, if an AFV ends in bypass
status and carries passengers and enemy units in the
same hex fires at the passengers, the passengers
wouldn't receive any protective DRMs, but according to
Question 112.41 on Page 106 the passengers would still
receive the +2 DRM from the vehicle, which is correct?
A. Yes. {KM}
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11.30.1.1
to differentiate between a
bypassing vehicle in a woods hex and an AFV
actually moving through the woods
11.30.1.2
to mark a trail for other tracked
vehicles to follow.
11.30.2 Any time a tank or SP Gun successfully
moves into forest (as opposed to around it via
bypass movement) a Trail Break counter is
placed on the hex with the "tank treads"
illustration of the counter tracing a path across
the woods hex from the hex side entered to the
hex side exited.
11.30.3 Other tracked vehicles may use the Trail
Break counter to traverse the same hex sides at
the same movement cost but with no threat of
breakdown.
11.30.4 A wreck or immobilized vehicle on a
Trail Break counter in a woods hex negates the
Trail Break counter, but does not prevent other
vehicles from attempting to establish another
Trail Break in the same hex, or push the
offending vehicle Out of the way.
11.30.5 Trail Break counters have no effect
whatsoever on LOS or terrain DRMs.
11.30.6 A Trail Break may also be used to show
tracked AFV movement through a minefield. Infantry may then move through the minefield
hex-sides in the direction of the tracks without
coming under mine attack. Infantry opting for
such minefield passage, however, are subject to
a special -l DRM for all incoming fire while in
that hex due to their restricted movement
options.
11.30.7 AFVs may not create a Trail Break
counter in a hex that they are attacking by Overrun, nor may they use the beneficial effects of
an already placed Trail Break while executing an
Overrun.
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11.31.12
135.9 Regardless of motion
status, fully tracked vehicles may not use the
road movement rate if buttoned up.
135.42 Would the KVI, or other tanks with a One Man
Turret that are treated like an SP Gun, lose the ability to
fire their main armament while in motion?
A. Yes. {COD106}
11.32 Immobilization
11.32.1 66.4 The act of immobilization in itself
(Exceptions: minefields) does not require a
Morale Check by the AFV crew. Immobilized
AFVs subsequently hit but not destroyed by an
AT weapon must still undergo a Morale Check
provided that the AT weapon involved has a
mathematical possibility (barring critical hits) of
penetrating the target armour. The same
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A. No. {COI4-70}
66.3 May a crew attempt to repair a gun (or gun and MG)
and an Immobilization in the same Rally Phase?
A. Yes, but a separate die roll is used for each repair
attempt. {COI4-70}
A. Yes. {COI4-68}
11.33.2
Breakdown Number
United States
11+
Russia
10+
British, German
9+
All Others
8+
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A. No. {OAF}
90.13 Does an armour leader DRM apply in a captured
tank?
A. Yes, but the +2 DRM for captured ordnance still
applies also, in addition to the captor having to use the
red TO HIT numbers if either he or the ordnance
ordinarily has to do so. {COD-105}
90.2 May a vehicle move & still be abandoned or
destroyed by its crew?
A. Yes, providing the vehicle has 2 MPs left prior to the
departure of the crew. Note that the crew could only
move to the same or a adjacent hex. {COD-105}
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A. No. {COI4-68}
31.3 Are units that debark in open ground subject to a -2
DRM?
A. Yes, b ut they also get +1 for the vehicle. (see
144.931). {OAF}
31.4 Do terrain effects modifiers apply to infantry fired
upon while embarking on an AFV? or disembarking ?
A. Yes, to be specific, infantry would be subject to all
terrain modifiers in the embarkation hex plus the -2 DRM
for moving in the open (if an open hex) and the +1 for
being beneath an AFV. {14.5-34}{COI4-68}
31.4 May infantry debarking from a vehicle into an
adjacent hex do so regardless of terrain movement
cost...such as debarking onto a higher elevation hex than
the vehicle occupies?
A. Yes. {COI4-68}
31.4 & 31.6 & 31.7 Are passengers who dismounts into
an adjacent hex ever considered to be in the same hex
as the vehicle?, and if so could they be fired on in that
hex ?, and with what DRMs?
A. Yes. Yes. +1 DRM if it unloaded from an AFV, plus -2
DRM if it unloaded in open ground. {KM}
31.7 If an AFV fires any armament or is hit by defensive
fire while moving, must it pay the 2 MP cost for any
infantry which are forced to dismount?
A. Yes. {SL4-23}
31.7 If a tank or SP Gun fires in the Advancing Fire
Phase, does the dismount of any passengers cost the
vehicle 2 MPs? Similarly for dismounts caused by a hit by
non-infantry fire?
A. No; Yes, if it occurs during the Defensive Fire Phase
and prior to the vehicle's total use of its MPs. {COI4-68}
A. No, they could only fire at half strength and only during
the Advancing Fire Phase. Furthermore, they could not
move any further during that Movement Phase. Similarly,
passengers could not fire during the Defensive Fire
Phase if forced to vacate their AFV during the opponent's
preceding Fire Phase. {COI4-68}
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11.39 Pulkkas
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11.39.12
Passengers and LMGs may
fire from a pulkka but other support
weapons may not. (Exception: Molotov
Cocktails)
11.39.13
A pulkka may not enter a
building, bunker, or entrenchment although
it may bypass them. A pulkka may not enter
a wire hex or cross a cliff hex side under
any circumstances.
11.39.14
Unlike other vehicles, no
MPs are expended when a pulkka changes
its Covered Arc before movement.
11.39.15
Pulkkas expend MPs in the
same manner infantry expends MFs on the
Infantry Movement Costs Chart. There is no
limit to the number of pulkkas that may
stack in a hex.
11.39.16
A pulkka may increase its
MP allowance by half during any friendly
Movement Phase it begins without a CE
counter. In so doing, it acquires a CE
counter at the end of that Movement Phase
which remains on the pulkka until the end
of any friendly Movement Phase in which it
has not moved. A pulkka containing a CE
counter pays double movement costs.
11.39.17
A pulkka may not move
during the Advance Phase.
108.292 Does Deep Snow cost pulkkas double
movement? Are pulkkas ski-equipped (do they gain
MP going downhill)? Does a leader increase a
pulkkas MP?
A. No. No. No. {17.3-46}
11.40 Convoys
11.40.1 84.1 A convoy consists of six or
more vehicle counters placed contiguously
one per road hex such that a "string" of
units is formed with no gaps between the
lead and rear vehicles. The convoy is
considered a unit and all component parts
of the convoy move as a unit - regardless of
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11.42 Boats
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51.22 & 90. & 128. Can captured boats be used without
any MP penalty?
11.43.11
Fire Effects
11.43.11.1
Only the inherent firepower
of infantry is allowed from a boat and such
fire is halved regardless of fire phase. No
support weapons or ordnance may fire from
a boat including radios, Molotov cocktails,
demo charges, bazookas. Units in different
boat counters may not combine firepower
to form a single fire group.
A. Yes. {COD105}
128. May boats be kindled, towed by sturmboats or
amphibious vehicles, or overloaded with support
weapons and pushed by fording infantry?
A. No. {COD106}
128.32 Are the requirements for loading a ferry or double
grosse flossack ruined by being fired on?
A. No, unless one or more of the units making up the
required crew are broken by that fire. {COD106}
128.42 Can boats be launched by their passengers? Can
boats already in the water take on passengers?
A. Yes, No. {COD106}
128.53 Can opposing boats occupy the same water hex?
A. Not voluntarily. An opposing boat cannot move into or
through a river hex containing occupied enemy boats. If a
boat drifts into a river hex with enemy boats, Close
Combat ensues, but any resulting melee can be broken
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11.43.11.2
All of the boats depicted
above rode low in the water and presented
a small target silhouette. Therefore all
ordnance direct fire against boats (whether
launched or on land) is resolved as for hull
down vehicles. In addition, if the boat is in
the water, appropriate DRM s for target size
as depicted on the counter apply with a +2
TO HIT DRM (Case J) for moving target
(unless anchored) regardless of fire phase.
TO HIT modifiers 0 and P never apply. If hit
by ordnance fire of any type resulting in a
kill on the "Unarmoured" column of the AFV
KILL TABLE the boat sinks with automatic
elimination of all aboard.
11.43.11.3
Indirect Fire vs. launched
boats is effective only if it results in a KIA
after application of the -3 DRM for artillery
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11.43.11.9
Boats on land hexes are
subject to all MC results regardless of the
passing or failure of the MC by any
accompanying infantry that may be in the
same hex. If a boat fails a MC it is
eliminated.
11.43.11.4
All direct small arms fire
(including MGs) at infantry in a boat target is
eligible for a -1 Terrain Effects DRM. Units in
boats are not subject to the Defensive Fire DRM
for movement in the open.
11.43.11.5
Boats are unaffected by small
arms fire (including MGs) unless it results in a
KIA or broken passenger caused by a MC on the
IFT. If an IFT-generated MC result occurs, (MCs
caused by the breaking of a leader do not cause
a boat MC) all passengers must take the morale
check dictated by the IFT. In addition, however,
if a passenger breaks, the boat itself must take
the same MC using a separate dice roll.
Sturmboats have a normal 'morale' level rating
of '8', pneumatic boats have a normal morale
level rating of '6' or '7' depending on their size. If
a boat fails its MC it sinks immediately with the
loss of all aboard. (Exception: a boat sinking in
a marsh or fordable river hex would not
eliminate its passengers although it would
cause the loss of all support weapons or
portaged items.)
11.43.11.6
A boat containing only broken
units will move directly towards the friendly
shore at the rate of one hex per Movement
Phase.
11.43.11.10
Once launched, boats may
be freely secured in a particular riverbank
hex by recording their location during any
friendly Advance Phase in which an
unbroken unit (including the inherent driver
of a sturmboat) remains aboard throughout
the Advance Phase. Such "anchoring"
secures the boat free of drift until cast off
during an Advance Phase by any infantry
unit (or inherent driver in the case of a
sturmboat).
11.43.11.11
A truck or halftrack may tow
overland up to four sturmboats as if they
were a single AT gun. Up to ten pneumatic
boat counters may be transported by any
truck or halftrack with passenger capacity
of a squad or more. Such transport would
require that they be inflated before use and
therefore would not be available for use
within the timeframe of most scenarios. For
those designing their own campaigns,
however, each pneumatic boat requires four
complete game turns per squad capacity to
inflate. During those turns the inflating crew
may not take part in any other activity. A
squad inflating boats could work on two
boats at the same time but could not lessen
the time required to inflate one (nor could a
leade r).
11.43.11.7
Broken units in a boat are not
subject to rout rules unless adjacent to a
ground hex. If adjacent to a shore hex they must
move ashore during the Route Phase or be
eliminated.
11.43.11.8
A boat containing broken units
may continue to move forward at the normal
rate as long as there is at least one good order
infantry unit aboard, even if that unit is only a
leader.
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