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Tide of Iron
A Game of World War II Tactical Battles
Moderator: ffgjafferFFGMarkGeckoThe SpaniardYourBestFriend Topics: 906 | Posts: 6333
Machine Guns and Anti-Tank Ability Question
Published on 01 February 2012 - 20:14:51
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A friend and I have a difference of opinion concerning Machine Guns and the Anti-Tank Token.  The token states that this squad should recieve a +3 to its anti tank range and an extra +3 to the attack dice.  With this said, then machine guns then have a range of 6 against tanks and attack at a 5.  This does not even take into consideration of possibly putting two machine guns in one squad.  This would mean that the range is 6 and the firepower is 7 (on par with a sherman tank).  My friend says this is incorrect or an oversight.  I have always considered a machine gun crew to be considered more of a heavy weapons platoon and thus have more powerful anti-tank weapons.  So, should the machine gun really have a range against tanks of 6 and have the +3 to its firepwoer?

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Reply #1 | Published on 01 February 2012 - 12:45:38

Yemzpoopoo said:

The token states that this squad should recieve a +3 to its anti tank range...

 

Ops! The rules state "Armor-Piercing Weaponry: In all attacks against a vehicle
(even when supporting an attack) a squad with anti-tank specialization
has a base range value of 3 and +3 firepower".

 

 

 

Reply #2 | Published on 01 February 2012 - 13:22:49
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You cannot place a specilization ability on a squad with a heavy infanteri weapon. Thus, an anti-tank MG gun is not allowed.

 

 
Reply #3 | Published on 04 February 2012 - 10:45:21
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Grand Stone said:

You cannot place a specilization ability on a squad with a heavy infanteri weapon. Thus, an anti-tank MG gun is not allowed.

 

 

... which is a good thing. because the game does not need flamethrowing mortar-teams.

 

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Reply #4 | Published on 07 February 2012 - 20:14:51
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NOOOOOOOOOOOOOO.... FLAME THROWING MORTAR TEAMS WERE THE CORNER STONE OF ALL MY DEFENSES!!!!

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