1. Combined Fire Attack (limited by requiring one action/unit expenditure)
Combined Fire Attack is a type of attack conducted by 2 or more units combining fire on one enemy unit. The Combined Fire attack requires each unit that is part of the attack, to expend a concentrated attack action. One unit is designated as the lead unit, which will fire, using a concentrated attack action, with its full attack strength. Other units which participate, will expend one concentrated attack action per unit, and will halve their attack value (rounded up). The attack values of all the attacking units are then added together to form the Combined Fire Attack strength, which is represented by a single die roll of corresponding number of dice equal to that CF value.
2.Tranportation of squads and AT guns by Truck and Halftracks (Carriers).
Add Tranport Action to the reference sheets. Trucks/Halftracks may be assigned a Transport action.
Squads and AT guns may be transported by Carriers, by assigning a "Transport" action to the Truck or Halftrack, which will then expend movement points to load or unload a squad (and AT gun if attached). Carriers using the Transport action, may load, then move, or move, then load, after which, they are fatigued.
A Carrier expends 2 mps to load or unload a squad, and 1 additional movement point to tow light AT guns (57mm, 75mm) or 2 addtitional pts, to load heavy AT guns, or Artillery field guns , such as 88 Flak gun, 25pdr field gun, or 105mm howitzer
Halftracks may carry one squad, and tow one gun
Trucks may carry 2 squads and tow one gun
AT/Artillery guns may only be towed, if corresponding attached squad (crew) is also loaded. Essentially, an AT gun "unit" (gun + crew) requires 3mp expended by Carrier to load both the squad and tow the gun, or 4mp is the gun is a heavy gun (88 flak gun etc.)
When unloading a light AT gun unit, the unit may not move again on its own, but is placed in Opfire mode. The squad attached with AT gun, may only operate the AT gun and may not independly fire otherwise. If executing an Op fire attack, the squad and AT gun, ie. the AT gun "unit" is then fatigued.
When unloading a heavy AT gun unit (88 flak), the unit (both squad and gun) is fatigued.
When unloading other, non AT attached, squads, the squads may not move, but may assault an adjacent hex, or may conduct a fire/move attack, against an enemy unit in line of sight.
3. AT guns and Artillery guns as Equipment trait "units".
AT guns and Artillery are given the "Equipment" trait which means that these are weapons with an "attached" infantry squad (non mortar/mg) serving as the crew. The AT gun/Artillery gun, is then considered a "unit" comprised of 1 gun+ 1 squad.
Equipment trait icon should be added to the Reference sheets. For purpose of weapons effectiveness against "Equipment" trait units, the unit will be considered a non armored target. However, the AT gun or Artillery piece attached to the squad, has an armor value which can be added to the defensive die roll when the attached squad, (hence the AT gun unit) is attacked.
Hits on an AT gun/Artillery "unit" (gun+ squad), may be assigned, by the defensive player, as damage to the gun, or as casualites to the attached squad, or some combination of both. If the attached squad is destroyed, but the gun is not, the gun may then be captured, or destroyed , by an enemy infantry squad, moving into the same hex.
A squad attached with AT gun/Artillery remains as part of the "unit" comprised of gun +squad. The squad(crew) may be reinforced after taking casualties, by transfer from another regular infantry squad base, either adjacent to, or in the same hex as, the AT gun attached squad.
Range modifications/to hit die rolls for 88 Flak gun
88 Flak gun Normal range 12, Hits on die roll of 4,5,6 Medium range (13-18) Hits on die roll of 5,6 Long range (19-24) Hits on 6
Trucks maybe captured, or destroyed, if unaccompanied by friendly combat unit (squad, halftrack, tank/SPG) by any enemy combat unit which moves into the hex. The enemy unit, may continue to move through the hex. Destroyed trucks are removed from the hex., while captured truck is replaced with a truck model from capturing players side, which may then be given an action, if desired, and moved away, in the same action phase. This rule prevents the tactic of trying to block hexes with trucks only.