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    5. INFANTRY FIRE COMBAT

    5.1 Fire Combat Principles

    5.1.1 8.1 Fire Combat is the process by whicha unit applies its firepower factors againstopposing units within its LOS. Fire Combat isresolved on the Infantry Fire Table (IFT) locatedon the Quick Reference Data Card

    5.1.2 8.2 No infantry unit may use its inherentand support weapon firepower more than onceper player turn (Exception: Close Combat). Youmay fire all, some, or none of your units in agiven player turn. An infantry unit may only firein one fire phase. It cannot, for example, fire itsinherent firepower in the Prep Fire Phase and a

    SW in the Advancing Fire Phase.

    5.1.3 8.3 Fire Combat is directed uniformlyagainst all the occupants of a hex with theoutcome of such fire affecting all units in thetarget hex [Exception multi-level buildings]. Ahex may be attacked any number of times byFire Combat during a turn.

    5.1.4 8.4 A squad may never split its owninherent firepower between different hexes butit could fire one or more of its support weaponsseparately at a different hex (even if in an

    entirely different direction) (Exception - earlywar allied units).

    5.1.5 8.5 Units in the same hex do not have tofire at the same target hex but if they do theymust combine their fire into one dice roll(Exceptions: some support weapons includingflamethrowers and bazookas, ordnance attacks,infantry attacks on AFVs).

    5.1.6 8.6 Units may combine their firepowerfactors to form "Fire Groups" to attack the sametarget hex in one combined attack only if thefiring units are in the same or adjacent hexes[and levels if in buildings]. It is possible to havea virtually unlimited "string" of adjacent hexes.Units in adjacent hexes do not have to combinetheir firepower factors but have the option to doso. A Fire Group can consist of from one to analmost infinite number of attacking units.

    Passengers in adjacent halftracks cancombine to form a Fire Group.

    5.1.7 8.7 A player does not have to pre-designate all attacks; i.e., he may await the

    outcome of an attack prior to committingthe fire of other units. Alternatively -players may agree to pre-designate allattacks.

    5.1.8 8.8 Although all units in a target hexare affected equally by the results of FireCombat some may escape harm whileothers break. If a KIA result occurs allsquad and leader Units in the hex areeliminated. But if a morale cheek results,then all the units in that hex must take anindependent morale check - leaders first.The dice are rolled separately for each unitundergoing a Morale Check.

    5.1.9 8.9 When morale checks are calledfor by the Infantry Fire Table they areresolved immediately prior to resolving anyother fire attack on that hex.

    8.5 & 106.51 Could two units in the same hexdefensive firing into a bypass hex split their fire intotwo separate attacks - one at the hex centre and theother at the hex juncture?

    A. No {17.2-46}

    8.6 Can a fire group be maintained if the only unit ina particular hex of the fire group chain is a leaderwithout support weapons? What if the unit was ahorse counter?

    A. Yes. No. {COI4-67}

    8.6 & 125. Can units on the first and third level of athird level building hex form a fire group without afriendly unit on the second level?

    A. No. {COD-104}

    11.6 In the example of a Fire Group, if the centreunit fires separately, can the two 8-3-8's stillcombine to form a Fire Group?

    A. No. {SL4-23}

    5.2 Limitations on Infantry Fire

    5.2.1 11.1 The Any infantry units carryingPP that slow it down during a Movement

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    Phase may not fire a support weapon in theensuing Advance Fire Phase.

    5.2.2 5.75 No infantry unit may fire more thanone type of support weapon in the same fire

    phase. LMG, MMG and HMG are all consideredone type of support weapon.

    SQLA - [17B] No MMG, HMG, mortar, or 5/8"non-vehicular ordnance counter that changedlocation during the movement phase may fireduring the ensuing Advancing Fire Phase.

    5.3 Terrain Effects Modifiers

    5.3.1 11.1 The terrain of the target hex maychange the effectiveness of the Fire Combat by

    adding a modifier to the dice roll. The effects ofthese modifiers are cumulative.

    Terrain Effects Modifiers

    Terrain Drm

    in woods, shell hole +1

    in wood building +2

    in stone building +3

    Behind hedge * +1

    Behind stone wall * +2

    in Wheatfield, moving or non-moving

    0

    *The modifiers for hedge and stone walls apply only if thehedge or wall form a side of the target hex through whichthe LOS is being traced. [More TEMs are on the quickreference sheet]

    5.3.2 11.4 The other terrain in a road hexdetermines the terrain effects on combat of aroad hex.

    5.3.3 11.53 The die roll of fire traced across awall or hedge hex side into the hex formed bythat hex side is modified as listed on the TerrainEffects Modifiers Chart. unless the target unitoccupies higher terrain than the wall or hedgehex side (Example: 3 V4). The modifier of a

    hedge or wall hex side is in addition to anymodifiers for terrain inside the target hex.

    5.3.4 11.6 If the fire of a multi-hex FireGroup is directed against a target such thatnot all of its LOS lines cross the terrainmodifier (Covered Arc, walls, hedges) noterrain modifiers apply to the dice roll ofthat Fire Group. Note this refers only toterrain or counters which modify fire acrossa particular hex side -not to terrain whichblocks LOS or which the target occupies(such as woods or a building).

    11. Are Terrain Effects Modifier cumulative ?Example: Would AFV passengers get the +1 TEMfor being in a woods hex in addition to any protectivebenefits of the armour?

    A. Yes. Note, however, that the +2 DRM for beingbehind a stonewall would not apply to infantry in ahalftrack since they already have this DRM as

    provided by the halftrack. The halftrack itself,however, could use the stonewall +2 DRM againstany MG fire directed at the halftrack itself - not the

    passengers. {SL4-23}

    11.1 Does the "in building" modifier apply to unitsfiring at adjacent units in the same building?

    A. Yes. {SL4-23}

    11.5 What effect does a wall or hedge hex side havewhen it lies lengthwise along a potential LOS?

    A. LOS may be traced through a lengthwise hex sideobstacle only if that obstacle is directly connect tothe firing or target hex. {COI4-67}

    11.53 Would exposed passengers on a halftrack beconsidered on higher terrain than the wall or hedgehex side of that target hex?

    A. Yes, therefore, infantry target would receive aDRM for only the halftrack, not the halftrack and thewall/hedge. The effect of fire traced across a wreckand/or into woods, however, is in addition to the +2DRM for the halftrack's "wall". {15.2-34}{COI4-67}

    11.53 If two units are in adjacent hexes and awall/hedge is between them do wall/hedge DRM

    apply if they fire upon each other, and wouldvehicles be considered "hull-down" to each other?

    A. Yes. {KM}

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    5.3.5 Height Modifiers

    5.3.5.1 91.1 Infantry Height Advantage - all fire(other than mortars and indirect artillery fire butincluding specialized weaponry such as

    flamethrowers, Demo Charges and bazookas)resolved on the IFT originating from a hex oflower elevation than the target hex is modifiedby +1. Exception: Fire into the upper level(s) ofmulti-story buildings is not modified in thismanner

    5.3.5.2 91.2 If a fire group is composed ofunits both with and without a heightdisadvantage the +1 DRM for firing at a higherelevation target does apply.

    5.3.5.3 149.5 Elevation effects on TEM - If the

    height advantage of a non-aerial firer over a wall / hedge hex side or OT AFV is one level or more> the distance in hexes to the target, reduce theTEM of that target by 1 for each height leveladvantage > 1 (to a minimum of 0). Note thateven if not CE, the crew of an OT vehicle soexposed to a nearby higher-level firer would beentitled to the +2 TEM (prior to modification) ofa CE unit.

    Do exposed crews receive the same infantry heightadvantage if they are one or more levels above firer?

    A. No. {JM}

    5.4 Firepower Modifiers

    5.4.1 9.1 POINT BLANK FIRE-The firepowerfactor of a unit is doubled whenever the targethex is adjacent to the firing unit. (Exception:CLIFFS). [Ed i to r s no te , under GIA, th i s do es no tapp ly to o rdnance f i re , i t merely inc reases theprobabil i ty of a Cri t ical Hit].

    5.4.2 142.21 Units are considered adjacentfor most game purposes if either player couldconceivably move an infantry unit from that hexinto the adjacent hex in question during theensuing APh.

    5.4.3 142.211 Units in adjacent hexes areconsidered adjacent for PBF and routingpurposes only if they have an uninterrupted

    LOS and there is no more than a one leveldifference between them. If there is a twoor more level elevation difference betweenthe firing and target hex, only fire from thehigher elevation(s) is considered PBF andtherefore doubled.

    5.4.4 9.2 LONG RANGE FIRE-Thefirepower factors of a unit are halved whenthe target hex exceeds the printed range ofthe firing unit. Attacks are not allowedbeyond double the printed range of thefiring unit.

    5.4.5 9.3 MOVING FIRE-The firepowerfactors of a unit are halved when the firingunit has moved during that player turn(Exception: Flamethrowers). The firepowerof Support Weapons which did not movebut which are manned by infantry which didis also halved.

    5.4.6 9.4 AREA FIRE-The firepowerfactors of a unit are halved when the targetunit is beneath a Concealment counter.

    5.4.7 9.5 Firepower modifiers arecumulative. Example: A unit movingadjacent to an enemy unit would have itsfirepower halved (Moving Fire), and doubled(Point Blank Fire) with the end result that itwould use its normal firepower.

    5.5 Fire Combat Resolution

    5.5.1 10.1 Total all the firepower factorsof the Fire Group.

    5.5.2 10.2 Check to see if any FirepowerModifiers serve to halve or double thefirepower of the Fire Group.

    5.5.3 10.3 Determine the proper columnon the Infantry Fire Table. Firepower factorsof 1 to 36+ are printed in large blacknumerals at the head of each column. Usethe right most column which does notexceed the total adjusted firepower factorsof the Fire Group. Excess firepower factorsare lost.

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    5.5.4 10.4 Check to see if any dice rollmodifiers apply due to the effects of terrain,target characteristics, or leadership and roll twodice.

    5.5.5 10.5 After adding any modifiers to thedice roll cross-index the adjusted dice roll withthe correct firepower column to determine theresults of the Fire Combat.

    5.5.6 10.6 The results of combat areinterpreted as follows:

    Combat Results

    Type Result

    KIA All squads and leaders in the target

    hex are eliminatedM All squads and leaders in the hex

    must take a Morale Check. Leaderscheck first.

    (#) (1 or 2 or 3 or 4) - Same as "M" butwith the added penalty that thenumber shown is added to the MoraleCheck dice result

    - No Effect

    5.5.6.1 Cowering

    5.5.6.1.1 121.2 All IFT or Close Combatattacks which derive any portion of theirfirepower total from the inherent firepower of asquad or crew may be adversely affected dueto that unit's partial failure to fire under stress.If the IFT or Close Combat resolution dice roll,prior to any modification, results in "doubles"(same number on both die) the attack isexecuted on the next lower column of the IFTor Close Combat tables UNLESS a leader(even a '0' or' +'leader) is directing that fire.

    5.5.6.2 Pinning

    5.5.6.2.1 142.6 Any non-berserk infantry unit(except heroes) fired on by Prep Fire resultingin an IFT MC which is passed by rolling the

    highest DR possible still resulting in apassed MC is pinned and has its inherentFP halved for the remainder of that playerturn. Mark such units with a Pinnedcounter. The halving of FP of a pinned unit

    in CC would apply only to its attacks, not toits defence. Remove all Pin counters at theend of the current player turn. Beingpinned more than once in the same playerturn has no additional effect.

    5.5.6.3 142.61 A pinned unit would firea MG as Area Fire. A pinned unit could notattack with a PT, DC, ATM, SCW, ATR, RCL,or Molotov cocktail while pinned. All otherordnance whose manning infantry is pinnedmust add +2 to their TO HIT roll (Case D). Apinned unit may not attempt DF AFVimmobilization, nor may it use sustained orintensive fire. Being pinned has no effect onleadership DRM's. A pinned sniper couldnot fire during that player turn.

    5.5.6.4 142.62 CE crews of enclosedAFV's which are pinned must button upimmediately and remain buttoned-up duringthat player turn. The AFV's subsequent MAfire would be subject to Case D (pinned)and Case I (buttoned up) TO HIT DRM's forthe rest of that player turn. Pinned CE OTAFV's are subject to TO HIT DRM D for

    ordnance, and the halving of all MG (andIFE) FP during that player turn.

    5.6 Defensive Fire

    5.6.1 16.1 The defending player shouldkeep careful watch over the moving playerduring his Movement Phase. As the movingplayer moves his units through a defendingunits' LOS, the defending player shouldnote which hexes the atta cker is movingthrough which the defender's units couldfire on. At the end of the Movement Phase

    the defending player may return any enemyunits which just moved through a hex in theLOS of one of his units to any target hexwhich they traversed during the justcompleted Movement Phase. Stackinglimits are temporarily ignored. A "track"counter may be immediately placed in those

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    hexes moved through by the attacker in thedefender's LOS as a reminder to both playersthat the attacker actually moved through thathex.

    5.6.2 16.2 The defending player may now fireall his units at any target hexes within eachfiring unit's LOS. The Fire Combat is resolved inthe normal manner with the results affecting allunits in the target hex whether they movedduring the just completed Movement Phase ornot.

    5.6.3 16.3 Upon the resolution of eachdefensive fire, those units which the defendermoved back to a target hex which have not beenbroken or eliminated are returned to thepositions they held prior to the outset of theDefensive Fire Phase, or moved to the nexttarget hex along its line of march which ittraversed in the preceding Movement Phase forany further defensive fire by other defendingunits which have not yet fired during theDefensive Fire Phase.

    5.6.4 16.4 Defensive fire against moving unitsmust be made in a target hex in which the targetunit expended MFs or MPs -not in most cases atthe hex from which the unit starts its MovementPhase. Defensive fire can be made at any unit inLOS which does not move,

    5.6.5 16.5 Fire Groups in the Defensive FirePhase get a special modifiers to their FireCombat dice roll against all units which moved(especially in an open ground target hex) duringthe just completed Movement Phase. Themodifier does not apply to other units whichmay be in the hex which did not move. [Editor'snote,

    5.6.6 16.6 In a situation where both movingand non-moving units exist in the target hex,Fire Combat is still resolved with a single diceroll, but the modifiers for movement apply to

    those units which actually moved.

    16. If a stack of units have been brought back to a hex forDefensive Fire and one squad breaks, can the othersquads and/or leader take an alternate route after thathex than they originally took in the Movement Phase?

    A. No. {KM}

    16.3 Assume a squad and leader move 6 hexesduring the Movement Phase. During the DefensiveFire Phase, they are returned to the third hex of their

    path and fired upon resulting in the leader breaking.Is the squad still returned to its intended ending hexwhich costs 6 MFs?

    A. No - the squad could utilize only one more MFfrom the point where it was fired at, however due toits loss of MFs it need not move into the 4th hex ofits earlier path if it chooses to take an alternate path.{15.6-34}{COI4-38}{COD-104}

    16.4 & 23.3 Assume an engineer places a DemoCharge from the hex he starts the Movement Phasein and then moves away. Does the defender haveany chance to fire at the engineer in the placementhex or does the Demo Charge automaticallyexplode?

    A. In this case, the defender may Defensive Fire atthe hex the engineer started movement from, due tothe special action taken, but even if that hex wasopen ground, the -2 Defensive Fire DRM for movingin the open would not apply. {COI4-67}

    16.4 & 31.4 If infantry debarks into an adjacent hex,may it be fired on in the hex it debarked from?

    A. Yes, but it would receive a +1 DRM for beingbeneath an AFV. If that hex happened to be in openground, the DRM for movement in the open wouldalso apply. If the passenger were to debark directlyinto an adjacent open ground hex, only the DRM fordefensive fire would apply in that adjacent hex.{SL4-23}{COD-74}

    SQLA - [16B, 55B] Once a unit (infantry orvehicle) is fired upon in a certain locationin their movement, they cannot be shot atin some earlier location. Example: If unitmoves to A to B to C and shot at in C, youhave forfeited your chance to shoot atthem in A or B. If such a unit stumblesinto a minefield in C, execution of theminefield attack in C infers you forfeitDefensive Fire in A or B. In this case, onemust fire as they move as the phasingplayer's subsequent, movement occurswith the knowledge of the minefield hex.

    SQLA - [33C] Vehicles can be fired at bothbefore and after changing facing, except

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    in their starting hex in which case they canonly be fired at after changing facing or a MPexpenditure (i.e. changing covered arc at thecost of 2 MP)

    5.6.7 Defensive Fire Against Vehicles

    5.6.7.1 16.7 Defensive Fire against vehicles ofany kind [including bicycles, motorcycles andcavalry] is conducted at once, rather than at theend of the Movement Phase. Fire againstmoving vehicles must be resolved before thevehicle leaves the intended target hex. Themoving player must give the defender ampleopportunity to declare his fire before movingon, announcing his Movement Points expendedin each hex as he moves. The defender maynever move a vehicle back to a target hex. Of

    course, a vehicle which ends its move in theLOS of an enemy unit can always be fired onlater during the Defensive Fire Phase.

    5.6.8 Movement Defensive Fire Modifiers

    [Editor's note: Rule 142.71 in GIA replaces theprevious familiar 2 DRM for moving in theopen. A number of the Q&As for earliersections refer to this DRM but their meaningcan normally be inferred forward.]

    5.6.8.1 142.7 DF at infantry on foot which hasmoved during the MPh is subject to a -1 DRM inaddition to the normal TEM of the target hex.(Exception: Mine & booby trap attacks, units intrenches, units changing CA of ordnance insame hex, units moving from one hex of abuilding to an adjacent hex of the samebuilding, and units using Assault Movement arenot subject to the movement DRM. Unitsloading onto vehicles are subject to theMovement DF DRM only if they did not start theMPh in the boarding hex). A further -1 DF DRMapplies to units moving in the open, butwhenever that movement in the open iscombined with another terrain feature (such asa wall hex side) between the target and firer oran AFV/wreck the -1 DRM for movement in theopen is used in conjunction with the TEM of that

    terrain feature plus the -1 DRM formovement. The previous -2 DF DRM is nowused only for extremely hazardousmovement such as abandoning AFV crews,repair of immobilization, reloading smokedischarge's, descending paratroops,wading, placing hidden demo charges onbridges, moving on a rooftop, or climbing.The hazardous movement DRM is notcumulative with the Movement DF DRM, northe movement in the open DRM, nor is itdependent on being performed in the open.

    SQLA - [16A] The Moving in the openground -2 DRM applies cumulatively tosmoke, shell holes, under stationary AFVs,behind walls and behind hedges.

    5.6.9 Simultaneous Movement andDefensive Fire

    5.6.9.1 This is an optional alternative to thebasic method of defensive fire.

    5.6.9.2 16.1 The attacker must move all hisunits either as individual units or stacks,one at a time, As he moves his units, thedefending player should, as before, watchvery closely as now he fires as soon as themoving player has a hex that is within the

    LOS of one, or more of the defending units.The defending player is not forced to fire; itis his option to do so.

    5.6.9.3 16.2 Should the defending unit wishto fire, both the fire and its attendant effectare resolved immediately. Should themoving unit or stack survive the fire, andany possible morale checks, it would thenbe allowed to complete its movement.

    5.6.9.4 16.3 Immediately after resolvingdefensive the hex into which it was directedis marked with a track counter. This meansthat this particular hex is now under fire andis considered to he a tracked hex.

    5.6.9.5 16.4 Should any other units orstacks move into that particular trackedhex, they would be liable to the same

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    defensive firepower of that same defending unitthat had originally fired into that hex. Hence, thedefending unit would be allowed to fire at everyunit that moves through the particular trackedhex that had been fired into, using separate dicerolls for each stack that is fired upon.

    5.6.9.6 16.5 Since MGs penetrate into morethan one hex, they have in effect, a LINE OFFIRE (LOF), rather than just a tracked hex. ThisLOF can easily be defined by laying a straightedge from the centre of the firer's hex to thecentre of the initial tracked hex. Any movingunit which crosses the LOF may receive the fireof this particular machine gun, at the option ofthe firer, up to the limit of that MG's penetration.

    5.6.9.7 16.6 Once a MG fires into a tracked hex,establishing a specific LOF, it may not fireoutside that LOF in this particular fire phase.That unit or Fire Group, has been committed forthat Phase. If other enemy units move betweena MG and its initial target hex, they can be firedupon only if the MG has penetration factorsremaining. Once fired, a MG may not change itsinitial target hex in order to fire at a closertarget.

    5.6.9.8 16.7 This joint, semi-simultaneousresolution of both the Movement Phase and theDefensive Fire Phase continues until theattacker has moved all his units or stacks thathe wishes to move, and the defender has madeany defensive fires that he wishes to make,against the attacking player's units whetherthey moved or not.

    5.6.9.9 16.8 After all movement is finished, thedefender may still defensive fire any of his unitswhich did not fire during the actual hex-by-hexmovement at any enemy units still within theirLOS. Fire on such targets would still receivedice roll modifier if currently in an open groundhex which they moved to during the pastMovement Phase.

    5.6.9.10 16.9 All other Defensive Fire rulesapply, along with any selected optional rulesthat both players have agreed upon. Theadvantages of this mode of movement/fireresolution is that it enables the attacker to feintin an attempt to draw fire away from the actual

    point of the main attack. However, thismethod of resolution may slow down thegame in many instances - Players shouldtry both systems to determine the one theylike best.

    5.6.10 Grounding

    5.6.10.1 121.1 Moving infantry on foot(not descending paratroops, or ridingvehicles, boats, or horses or fording rivers)fired on by defensive fire resulting in a MCwhich they pass by rolling the highestnumber possible without breaking may notleave the target hex during that MovementPhase. Such a unit is assumed to have"gone to ground" as a result of the fire andis not subject to any further defensive fireDRMs for movement in the open during thatfire phase but is also considered a non-moving target for purposes of ordnance TOHIT attempts.

    5.6.10.2 Should a leader go to ground anymoving infantry in the same hex need nottake the extra normal MC associated with abroken leader, but must go to ground also.

    5.6.10.3 A unit using bypass movementwhen it "goes to ground" is assumed to bein the obstacle itself thereafter and entitledto its protective terrain effects modifiers forall subsequent fire unless the obstacle isoccupied by a hidden enemy unit in whichcase the enemy unit loses its hidden statusand may use Point Blank Fire on thegrounded unit with the defensive fire DRM.If still in the same hex during the CloseCombat Phase, melee ensues.

    121.1 Assume moving infantry has "gone to ground"in the 3rd hex entered during its Movement Phase.Can the defender fire at it in the 2nd hex enteredduring its Movement Phase ?

    A. No - once a potential target goes to ground, thedefender forfeits all fire opportunities against it inother than that specific target hex, so it behoovesthe defender, if he has several target hex

    possibilities against the same moving unit, to carryout his attacks in the order the target traversed thehexes involved. {COD106}

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    121.1 & 131.51 Can "going to ground" save anabandoning crew from any further -2 DRMs ?

    A. No..."going to ground" applies only to moving infantryon foot during the Movement Phase - not to crews bailingout. {COD106}

    5.7 Snipers

    5.7.1 96.1 Whenever a scenario includessnipers, the sniper counters are allowed to setup utilizing Hidden Initial Placement. All rulespertaining to Concealment and Hidden InitialPlacement apply except as amended below.

    5.7.2 96.2 Snipers may utilize Hidden InitialPlacement to set up on any non-open groundhex, and may also set up in an open ground hexif a shell hole, entrenchment, wreck, wall, orhedge is present in the hex.

    5.7.3 96.3 The sniper DRM (dice rollmodification) is applicable to all fire by thesniper counter only as long as the snipercounter remains hidden or concealed. Unlikeother units, a sniper does not automatically loseits concealed status when it fires.

    5.7.4 96.4 Sniper fire directly affects only onecounter per target hex. The sniper may selectwhich counter in a stack it is firing at. If sniperfire does kill a leader counter, then all infantrycounters in the same hex must undergo a

    normal Morale Check as if the leader hadbeen broken

    5.7.5 96.5 Although sniper fire isresolved on the Infantry Fire Table, theresults of combat are interpreted asfollows;

    5.7.5.1 KIA Eliminates only leaders, scouts,heroes or other snipers; treated as a normalMorale Check against squads and crews.

    5.7.5.2 MC (M or 1 or 2 or 3 or 4) No Effect

    5.7.5.3 - Miss

    5.7.6 96.51 After sniper fire is resolvedany and all unbroken infantry counters inthe target hex may immediately request aSniper Check on any one hex in its LOS.The sniper player must place the snipercounter on the board under a concealmentcounter if a Sniper Check is made on thehex from which that sniper fired that shot.Otherwise, snipers remain off the board,even after firing, unless an enemy infantryunit occupies the same hex (Hidden InitialPlacement rules then apply).

    5.7.7 96.52 Units which make a SniperCheck suffer no infringement to theirmovement or fire capabilities as a result ofthat Sniper Check.

    5.7.8 96.6 Although a sniper can onlybreak a squad or crew with a KIA result, itcould conceivably eliminate an alreadybroken squad or crew with a KIA resultinducing a morale check which issubsequently failed - thus eliminating theunit.

    5.7.9 96.7 Firepower modifiers do notaffect a sniper's firepower rating. Rather,the Sniper DRM is halved (fractions

    rounded down) or doubled depending onthe attack classification. The Sniper DRMbeing utilized must be announced prior toevery shot.

    5.7.10 96.71 There is no firepower modifierfor snipers utilizing Moving Fire because

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    once a sniper moves it loses its hidden statusand Sniper DRM.

    5.7.11 96.72 Once a concealed sniper isrevealed and placed in view on the board, it canregain its Sniper DRM only by "growing"another concealment counter. It may neverregain its hidden status in that scenario,however.

    5.7.12 96.73 All other principles of infantry fireapply to snipers as in the basic game, exceptthat a sniper can never join with any other unitto form a fire group and still utilize its SniperDRM.

    5.7.13 96.8 Snipers have a stacking andmovement rate equal to a leader, but areincapable of imparting that movement rate toother units.

    5.7.14 96.81 A sniper may not use, or helpcrew, any support weapon.

    5.7.15 96.82 A sniper has no portagecapability. Psychologically, he is a lonerdisinterested in all but the kill.

    5.7.16 96.9 A sniper may self-rally, but exertsno influence of any kind on other counters.

    96.3 Could a sniper in close combat use its sniper DRM ifit is night and it is still concealed?

    A. Yes, but only as long as it remains concealed. {17.3-46}

    96.51 If a sniper which just fired is spotted in a particularhex, do other snipers in the same hex have to berevealed?

    A. No, only the unit whose fire prompted the sniper checkneed be revealed. {COI4-72}

    96.7 Does this apply to snipers who have lost their DRMdue to being revealed? That is, a revealed sniper alwaysattack with a FP=1?

    A. Yes. {OAF}

    96.73 May a sniper forego his sniper DRM to add hisfirepower to a fire group that affects all units in a hex?

    A. Yes, but in so doing it automatically loses allhidden/concealment status. {COD -105}

    96.73 May a sniper elect not to use his doubledDRM against an adjacent enemy to avoid revealinghimself?

    A. No - if he fires at an adjacent target, the DRMmust be doubled and announced. {COD-105}

    96.2 & 25.3 A sniper can begin a game hidden incertain open ground hexes, so can it "grow" aconcealment counter in them also?

    A. No. {COI4-70}

    5.7.17 Snipers vs. Vehicles

    5.7.17.1 Snipers may fire againstunarmored vehicles but must add TargetModifications J, K, O, and P if applicable totheir Sniper DRM's instead of the DRM formovement in the open applied to movinginfantry targets. A KIA result destroys thevehicle; a MC result forces it to pass anappropriate MC. If a vehicle is eliminated bysniper fire while in motion (whether by aKIA or multiple MC failure), all passengersand any non-driver inherent crew mustcheck for survival normally. If the vehicle iseliminated while not in motion, passengerand inherent crew survival is automatic.Snipers may not fire at passengers aboardan unarmored vehicle; they must fire at thevehicle itself.

    5.7.17.2 SNIPERS VS. CE AFV's : Sniper fire

    versus AFV's is limited to fire versus CEstatus vehicles and Target Modifications J,K, O, and P would apply. Sniper inflictedKIA and MC results are treated the same asany IFT generated CE MC or KIA result.

    5.7.18 Sniper Generation

    5.7.18.1 Technically almost everycompany was authorized several scoped-rifles for sniper missions by designatedmarksmen. In practice, however, theseweapons often remained unused secure in

    the company armoury, and the menassigned to them pulled normal duty. Asidefrom a few highly skilled and prizedspecialists who were used exclusively inthe sniper role and assigned at theregimental level or above, most so-called"snipers" were relative amateurs thrust into

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    the role by the desperate circumstances of themoment. As these rules add considerably to thecomplexity of the game, they are consideredoptional and their use should be agreed uponprior to play.

    5.7.18.2 A player may create snipers duringhis own RPh if an unbroken squad occupies thesame hex with an unbroken leader of the samenationality. The sniper can be created only if thesniper generation DR is a 2, exclusive of anyleadership modification. There is no penalty forfailure of this DR other than the inability of thesquad and leader to create a sniper during thatgame turn. If a leader attempts to create asniper, he may not attempt any other activitiesduring that RPh. No side may create a sniper ifit already has, or has had, four snipers in playduring that scenario. A sniper generationattempt is allowed only once per player turn.

    5.7.18.3 The Sniper DRM of the newly createdsniper is based on a combination of the unittype of the squad and a random dr. All newlycreated snipers begin with a Sniper DRM of -5but must add the sum of a random dr and theunit type drm to determine the final Sniper DRM.A final Sniper DRM of 0 or higher is treated as -1. If a counter with the proper Sniper DRM is notavailable, substitute one with a poorer SniperDRM. If no such sniper counter is available, nosniper is formed.

    Sniper DRM

    Unit Type drm

    Elite 0

    1st Line +1

    2nd Line +2

    Green or Inexperienced +3

    5.7.18.4 All German squads with a normalmorale of 8 are considered elite; 4-6-7s are 1st

    line; 4-4-7s and non-Finnish Axis MinorAllies are 2nd line.

    5.7.18.5 Russian 6-2-8 squads areconsidered elite, 5-3-7s and 4-4-7s are 1stline, and 3-3-6s are 2nd line regardless ofwhether they represent partisans orsubstandard regulars.

    5.7.18.6 Once created, a sniper must"grow" a concealment counter before theSniper DRM is effective. The act of creatinga sniper would cause a hidden or concealedleader/squad to lose its hidden/concealedstatus if it were currently in the LOS of anenemy unit.

    5.7.18.7 Once a sniper is generated froma squad it loses all of the specialqualifications that squad may have had(such as motorcycle or ski experience,cavalry, or assault engineer equipmentutilization).

    5.7.18.8 The generation of snipers duringplay (and their subsequent loss) does notaffect Battlefield Integrity in any manner.

    5.8 Unarmed Units

    5.8.1 164.3 Unarmed squads / HS's /crews (such as prisoners) are replaced witha white, unarmed counter of the appropriatesize. Unarmed SMC's must be noted on aside record, but maintain their normalmorale ratings. Unarmed MMC's assume anormal morale of 6, a broken morale of 5,and a FP factor of 1 (which can be usedonly in CC).

    5.8.2 164.31 Any unarmed unit whichparticipates in a CC attack which eliminatesan enemy unit of equal or larger size isautomatically rearmed, but it is replacedwith the poorest rated unit type of its sizeand nationality. The "poorest" unit isdetermined on the basis of the lowest FP,morale, and range ratings in that order.

    5.8.3 164.4 SCROUNGING : Any non-berserk, unbroken infantry unit on footexcept scouts and snipers may attempt to

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    salvage functioning SW's from a wreckedvehicle provided that the vehicle has notalready been scrounged, is not burning, oralready burnt out. Any successfully salvagedweapon is treated as a captured SW regardlessof nationality. A unit in the same hex with awreck during its own RPh may attempt toscrounge; but, regardless of success or failure,it and any SW it recovers are TI for the balanceof that player turn. To scrounge anything ofvalue from a wreck a 1, 2, or 3 must be rolledwith one die (no drm's apply). Place a "MGdisabled" counter on the wreck after the firstscrounge attempt (regardless of the results) tosignify that it may not be scrounged again.Crews which voluntarily abandon an AFV mayattempt to scrounge their vehicle as they leave.

    5.8.4 164.41 SW's which may be recovered byscrounging are limited to any BMG/AAMG orSW carried by the vehicle (as per individualarmour notes). Any MA, CMG, smokedischarger, FT, or bomb-throwing device is notsalvageable.

    5.8.5 164.42 Salvaged MG's are replaced by acaptured (i.e. of a different nationality) LMGcounter of the scrounger's choice with the sameor less FP and are restricted by the rules forcaptured equipment. The scrounged MGassumes the range and B# of the LMG counter.

    5.8.6 164.43 All AFV's carried inherent smallarms capable of rearming any unarmed unit ofup to HS size. Scrounged small arms can rearma previously unarmed hero, crew, or HScompletely. An unarmed squad could bereplaced by an armed HS, and a s till unarmedHS when it is able to deploy. Such arms cannotbe given voluntarily by a manned AFV or takenfrom any AFV whose crew has survived. Recordthe position of wrecks which have beenscrounged for small arms (including thosewhose crew survived) so they may not be usedagain for scrounging.

    5.8.7 164.44 Small arms capable of rearmingany one infantry counter may be scroungedfrom any non-water / marsh hex occupied by theunarmed unit at the end of its own MPhprovided it has expended all of its MF's duringthat MPh in the act of moving out of its original

    hex, and it is able to roll a 2 on aScrounging DR. No more than oneScrounging DR may be attempted per gameturn per side. The una rmed unit is replacedwith the poorest rated unit type of its sizeand nationality as per the rules above.

    5.8.8 164.45 Any hidden/concealed unitin the act of scrounging, or changingpossession of SW's would lose theirhidden/concealed status.