Last week I came across the following issues when using the sabotage 'Infiltration' card. I Might be interpreting the rules around this card wrong so please share your ideas/clarification about this card.
According to the game flow a sabotage card (in this case the infiltration card) is drawn and executed during the 'Status phase' Step 1. The infiltration card gives the opportunity to fatigue 1-3 units but during step 1 of the 'status' phase, the tokens are not removed yet (which is step 2). So it does not seem to make much sense (also because most units are fatigued anyway at this stage). I can only suggest that this card is resolve during Step 3 (place in Op Fire mode) of the status phase. Does anyone have any ideas how this can best be resolved?
In our situation a 4 was rolled which mean that one of the 3 selected units is chosen by the opponent and switches sides (so is under control of the opponent). The opponent chose a unit which shared the hex with a tank. How is this situation resolved? Does the unit (which changed sides) 'retreat' to a free hex nearest to the opponents side?
The question above was posted on 25 January, 2012, or over a year ago, and there seems to be no official answer yet. Much less the needed FAQ as there are several errors in the rulebook and scenarios.
If you play the "Shock and Awe" scenario, there is a good chance one of the situations above will happen. In fact, we were playing the other day, and had it happen. The three units picked were not only one top of tanks (Tank Riders - Operations Card), but in one hex there was one infantry squad and two T-34 with one of the T-34s carrying an infantry squad. It turned out that the squad riding on top of the T-34 switched sides, but what was to be done? Surely, the squad had to dismount - while on top, wouldn't they have an excellent chance to take the tank? Anyway, since the hex was full, and enemy units cannot be in the same hex, we just simply rolled a D6 to randomly determine which adjacent hex they were to be placed in - provided it was available (no enemy units). By no means is this an official ruling, but at the time seemed to be the most logical way of dealing with the situation.
What have others been doing to resolve the situation(s) mentioned in the original question?
Also, we agree. If the unit is fatigued, it is for the next Game Round, and not the current as that would make no sense.