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#1 Paul Rigby

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Posted 12 October 2007 - 01:10 PM

I picked up Mein Panzer a few weeks ago and getting ready to run a game for my club. I have a few questions I wanted to make sure I know the answer for before I run the game.1. For AP modifiers, if you have a gun that fits into multiple columns do they all add up? For example, I have a PzIIIF shooting his 37mm gun with APCR ammo at something 6" away. I'm assuming it gets a +1 modifier in the Quality column, a 0 mod for the < 57mm column, and a +1 mod for the APCR column; for a total of +2.How about ATR, do they use the High/Low quality ammo column or is that just for bigger guns?2. Machine guns on tanks. A PZIIIF has 3 machine guns, so I would just roll 1 die per machinegun and work out each roll seperately, right?3. Shooting at ATG. Let's say it's a Pak38 that's dug in. I wanted to make sure I get this right because there it seems to combine a lot of the different fire rules.If I shoot AP at it, I roll to hit just like normal and then roll like normal on the kill table. Do you usually give linear cover for ATGs dug in?If I shoot HE at it, I roll to hit the gun just like shooting AP at it but if I hit I use the HE OV value. Then I roll firepower on the crew.4. Let's say I shoot at some infantry with the machine guns on my PZIIIF. The first shot does nothing, the 2nd shot suppresses them and the 3rd shot pins them. Can infantry be both pinned and suppressed at the same time or does being suppressed trump being pinned? I see in the rules that 2 pins = 1 suppressed but nothing about being pinned while suppressed. I was wondering because you don't get a bonus move if you are pinned but if you recover from being suppressed you get a bonus move.Thanks,Paul

#2 Bob Benge

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Posted 12 October 2007 - 03:07 PM

Hey Paul,Welcome to Mein Panzer! Let me see if I can get these questions right for you.Question 1: For AP modifiers, if you have a gun that fits into multiple columns do they all add up?No they are not cumulative.How about ATR, do they use the High/Low quality ammo column or is that just for bigger guns?No, they would use the <57mm column as they are typically 15mm to 20mm rounds.Question 2: Machine guns on tanks. A PZIIIF has 3 machine guns, so I would just roll 1 die per machinegun and work out each roll separately, right?Sort of Correct. You would roll 1 die per ROF of the Vehicle MG. Makes the Stuart pretty nasty to infantry doesn't it?!? evil: Question 3: Shooting at ATG. Let's say it's a Pak38 that's dug in. I wanted to make sure I get this right because there it seems to combine a lot of the different fire rules.If I shoot AP at it, I roll to hit just like normal and then roll like normal on the kill table.Correct. Use the HE OV vs. the gun only. Don't forget the gun shield if it has one (annotated in the Data Books as Front Armor 1, normally).Do you usually give linear cover for ATGs dug in?If dug-in, I would, yes.If I shoot HE at it, I roll to hit the gun just like shooting AP at it but if I hit I use the HE OV value. Then I roll firepower on the crew.Correct. Use the HE OV vs. the gun and the HE FP value vs the crew. If you miss, you would use the Direct Fire Deviation table to find out where the HE shell lands and resolve the attack against any poor unfortunate in the blast area using the appropriate HE OV (for vehicles/guns/buildings) or HE FP (for infantry types). :evil: Question 4: Let's say I shoot at some infantry with the machine guns on my PZIIIF. The first shot does nothing, the 2nd shot suppresses them and the 3rd shot pins them. Can infantry be both pinned and suppressed at the same time or does being suppressed trump being pinned? I see in the rules that 2 pins = 1 suppressed but nothing about being pinned while suppressed. I was wondering because you don't get a bonus move if you are pinned but if you recover from being suppressed you get a bonus move.Yes, 2x pins= suppress. You can only have one status though. So, you cannot be pinned and suppressed. Being suppressed a stand cannot move until it passes a TQ check. If it passes a TQ check then it can only move its Bonus move. If the stand passes the TQ check with a die roll of "1" (Critical Success) then it would get both its standard action and bonus move. A stand that is pinned loses it Bonus move until the pin is removed after it completes its activation. While pinned the stand may use its standard action to do anything it wants with applicable modifiers for being pinned if they exist: firing would be an example of this. So suppression is far worse than being pinned.I hope this helps. If I made a mistake then Jon will beat me about the head and shoulders and correct me. ;) Enjoy your game! :)

#3 Paul Rigby

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Posted 14 November 2007 - 05:16 PM

I just put on my first game last night and it went really well, everyone enjoyed themselves. We did a German/Italian offensive during Gazala against a British entrenched position. The German tanks did pretty well against the British tanks but the poor Italian infantry were blasted to Egypt and back trying to assault those trenches.There were a few questions that came up.Can tanks not fire their machine guns if they use their bonus move? The confusion comes on Page 5.3 under fire action where it says a stand can fire either main weapon or machine guns. Then on Page 11.4 under vehicle overruns it says "Note: this is the only time a MG can be fired while moving." We just thought if this was really the case it would be mentioned somewhere more obvious than buried here.Next question is FP Modifiers on Page 8.3. There is a note saying this table is only used when resolving infantry attacks against infantry. Should this read small arms attacks against infantry? The question arised when tank machine guns were shooting ATG crews.Next artillery. We were a bit confused by the pinning effects section on page 10.4. We had 25# guns dropping rounds on the incoming Italians. We were using Standard Barrage so it says Numbered Squares are affected. So I have 4 guns and I roll 4 dice to see what was hit. Let's say 2 infantry stands are hit by the artillery, but under the whole templete there are 6 stands. Numbered Squares means just the 2 stands that were hit by the artillery are automatically pinned right (that assuming they weren't already hit and supressed by the artillery)? If they were hit by a Large Round Barrage than all 6 would be pinned.I think I answered the rest of my questions by going through the book researching the questions above. Thanks,Paul

#4 Bob Benge

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Posted 15 November 2007 - 08:43 AM

Hey Paul,Glad to see you and your group enjoyed the game.Here are the answers to your questions.Can tanks not fire their machine guns if they use their bonus move? The confusion comes on Page 5.3 under fire action where it says a stand can fire either main weapon or machine guns. Then on Page 11.4 under vehicle overruns it says "Note: this is the only time a MG can be fired while moving." We just thought if this was really the case it would be mentioned somewhere more obvious than buried here.It appears you have caught a little snafu. Yes, tanks can fire their machine guns if they moved. The appropriate modifiers for this are in the Firepower Modifiers table. If I am wrong, then Jon will need to put this somewhere more "visiable", but I believe that the statement "Note: this is the only time a MG can be fired while moving." should have been removed during the version 2.0 edits.Next question is FP Modifiers on Page 8.3. There is a note saying this table is only used when resolving infantry attacks against infantry. Should this read small arms attacks against infantry? The question arised when tank machine guns were shooting ATG crews.Another snafu caught. You are correct. The statement should read "Note – these modifiers are ONLY used when resolving small arms attacks against infantry."Next artillery. We were a bit confused by the pinning effects section on page 10.4. We had 25# guns dropping rounds on the incoming Italians. We were using Standard Barrage so it says Numbered Squares are affected. So I have 4 guns and I roll 4 dice to see what was hit. Let's say 2 infantry stands are hit by the artillery, but under the whole templete there are 6 stands. Numbered Squares means just the 2 stands that were hit by the artillery are automatically pinned right (that assuming they weren't already hit and supressed by the artillery)? If they were hit by a Large Round Barrage than all 6 would be pinned.Actually this is what would happen with your 4 x 25pdr gun battery. All stands under any of the numbered squares would be automatically pinned. The 2 stands that were hit by the barrage will have to-kill rolls made against them using the 25pdrs HE FP value, if stands are infantry based, or the HE OV value is the stands are vehicles, buildings or guns, and the HE Modifiers to-kill (Table 8.2 in the book) and rolling on the appropriate side of the Kill table. The Barrage Template Pinning Effects table on page 10.4 outlines the squares that will be used to determine how many stands are Pinned as per the type of barrage laid. Examples examples from the table are;A converged barrage will automatically pin all stands under squares 1-7.A standard barrage will automatically pin all stands under all numbered squares on the template.A large round barrage will automatically pin all stands under all squares of the template.Hope this helps you out some and thanks for catching a couple of errors.

#5 Jonathan Coulter

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Posted 15 November 2007 - 08:55 AM

bbenge wrote:

Can tanks not fire their machine guns if they use their bonus move? The confusion comes on Page 5.3 under fire action where it says a stand can fire either main weapon or machine guns. Then on Page 11.4 under vehicle overruns it says "Note: this is the only time a MG can be fired while moving." We just thought if this was really the case it would be mentioned somewhere more obvious than buried here.It appears you have caught a little snafu. Yes, tanks can fire their machine guns if they moved. The appropriate modifiers for this are in the Firepower Modifiers table. If I am wrong, then Jon will need to put this somewhere more "visiable", but I believe that the statement "Note: this is the only time a MG can be fired while moving." should have been removed during the version 2.0 edits.

This isn't really a snafu, but does need clarification. What the overrun statement is meant to imply is it is the only time a vehicle can "fire on the move" using machine guns ... which is moving AND shooting during the same action. Since Overruns are a rule unto themselves, the statement is really unnecessary and can probably be deleted. Either way, you can use your Bonus Move and still shoot your MGs during your Standard Action.

#6 Paul Rigby

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Posted 15 November 2007 - 11:38 AM

bbenge wrote:The Barrage Template Pinning Effects table on page 10.4 outlines the squares that will be used to determine how many stands are Pinned as per the type of barrage laid. Examples examples from the table are;A converged barrage will automatically pin all stands under squares 1-7.A standard barrage will automatically pin all stands under all numbered squares on the template.A large round barrage will automatically pin all stands under all squares of the template.[/b[/quote]Ah, I get it know. It just took a while to click in my head that there are squares on the Barrage Template with no numbers. It's all clear now! Thanks

#7 Bob Benge

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Posted 16 November 2007 - 08:26 AM

You're welcome! :)




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