by Dean N. Essig
Q&AI roll to get permission to fire overwatch and get it. Do I have to re-roll in the next hex entered by the enemy if I defer to fire in the first hex or do I retain the permission to fire? No, you must re-roll each time. The permission to fire is transient and only is in place for the hex which was rolled for. Beyond the narrow description of its name, permission also is the effect of minor LOS problems (too small to be on the map) and some target recognition stuff. In effect, it is a minor league spotting roll. Suppose I am calling for fire at 9:00 am and the CFD is 2 so the fires arrive at 9:40. Am I allowed to callfire again in the 9:20 turn (for fires at 10:00) or do I have to wait until fhe 9:40 fire arrives? No, you don't have to wait for a mission which is working its way through a called fire delay to actually happen before you can call other fires from the same battery (assuming the CFD hasn't changed). The missions will fire in the correct order and the guns will not be doing any extra firing. The fire orders are merely moving through the system at a slow rate. An easy way to envision this would be a battery several kilometers away is to fire, but the only way to tell it to do so is to send an aged bicycle messenger to tell them. This stalwart 75-year-old hops on his bicycle and takes off (after a fashion). Twenty minutes later, you notice another good target. The first mission hasn't arrived yet (the messenger is still on his way) but you can easily dispatch another messenger (presumably of the same "Tour de France" caliber) to request another mission. This is a bit of an exaggeration (of course) but it shows what is going on in an obvious manner. Does it make a difference whether the unit being destroyed is a platoon or a section for the +2 Company Morale modifier? In this case (with the 2nd Ed rules), 9. It must be interpreted literally (the mention on the Area Fire Table is more vague). Only platoons destroyed on the Area Fire Table get this modification to company morale. In the 3rd Edition, we will be adding a +1 modifier for section sized units which are lost in this manner. In the Shingle rules in Omaha I have the following questions: Does the shingle only affect fires from non-adjacent hexes (this is implied, but not explicitly statedJ? Also, in the example, does Unit 2 really get the shingle modifier in the top example? It certainly doesn't look as though it should. Yes, the shingle effects are only applied to fires coming from nonadjacent hexes, regardless of being across the shingle or not. The reason for the diagram's #2 unit to be hindered by the shingle and why it "looks" wrong is because the shingle is being forced into the hex grid. This creates comers and whatnot in the shingle which do not exist on the beach. The shingle is parallel to the waterfront without any zigs or zags. In short, #2 is there to show that units may not take advantage of any optical illusions generated by the hex grid. Errata2-01 Bloody 110th
2. Only one German Bridge may be built during the game. If a bridge allows the use of Areas 3 and 4, the player need not wait to reduce Hosingen before using Area 3 when the bridge is up. Hosingen only makes units wait which are trying to enter Areas 4 or 5. 3. 2 PG Regimental troops, 2x Gw38(t), enter with 2/2PG in the Historical Order of Arrival. 4. One 38th Pioneer Platooon was printed without a morale. It has the same morale ss the others in its company (5). 2-02 Objective Schmidt
2. Scenario 3 Ignore the German 150mm Artillery ammo supply. It is not needed. 3. Scenario 5 Under German Artillery Available, 1/843 sbould instead be the 1/4/89. 4. The German Fus/275th should have morale boxes for each company, 1 througb 4, instead of just one box for battalion. 5. D/86 Chem Mortars should not be on the Order of Arrival-it sets up at start. 6. American Variable Reinforcement Schedule result number 5 should include C Company, 20th Engineers. 2-03 Omaha Counters
2. One mortar platoon in each of 4/1/915 and M/3/116 is incorrect on tbe back-they should read A A 4. 3. An MG soction in H/2/18 is incorrect on the back-should read A A 5. 4. The M3 in D/745 with A A 6 on the back should read the same as the other M3's. 5. One of the Recon platoons in the 1st ID Recon Company is listed as A B on the back, should be A A. Rules
2. Add the following to the German Variable Reinforcement Table in scenario 1: The dice roll result of 5-6 on the Reinforcement Table should read 1,'352 PJ or 2/352 PJ.' The German player has his choice of one of these units, if one is already in play, he puts the other i on a later roll of 5 or 6. 3. Pill Boxes are never considered dug in for terrain effects. All the Pill Boxes on maps A and B are used when determining the survival roll modifier. Pill Boxes do not get the benefit of "being stacked with infantry" on the AT Roll Table-unless an actual infantry unit is present in the pillbox's hex. 4. Fortified ZOC effect and other terrain effects are cumulative. The modifier for terrain on a pill box in the open should be 0. Note that PB's are not considered AT Guns for terrain effects-they act like immobile tanks. 5. Artillery VJ Rocket Pits the Artillery vs Point Target Table. Rocket pits are assumed to have a defense rating of more than 2 and no modifier is applied for the reason of "weak defense." 6. LCT(R) fires whose center hex drifts off-map or into the sea are lost and of no effect. There is no effect for the "edge" of a rocket fire which a player might argue is still on the beach. If it goes out to sea, it is lost. Let's keep it simple. 7. PB squads are considered dug in-in the hex their Pill Box was located-if they are in fire mode. If they move from the hex, they lose that status. 8. The Shingle modifier (-2) is in addition to the number terrain effects of the hex that the target is in-i.e. open 9. AT Rolls against Pill Boxes at range one are IGSS are allowed, Range two is not. 10. Leaders land with any of their own units. CO 1/16 lands with units of 1/16, CO16 RCT would land with any unit of the 16 RCT, etc. Note the restrictions on which leaders are allowed to make up the pool on page 7. In the one map scenarios, divide the number of leaders to be selected by 2, round up. 11. Change the headings of the Pill Boxes Remaining Modifier when playing one map landing scenarios, we use the following:
12. The Variable Reinforcement Table for Scenario 2 has two places where a roll of 9 would
end up. The dice rolls for each table position shall be 2-9, 10, 11-12. 3-01 Force Eagle's War
2. Modern Expansion rule 3.3c is in error. The T-80 may fire an AT-8 or its main gun during a single fire--never both--and the dual system does not free it from the standard "one shot per unit rule." Back to Table of Contents -- Operations #7 © Copyright 1992 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |