WG.EasyArmy.
com Home New_List Saved View Account Log off
THIS
UNIT 0 OTHER
UNITS 21 PLATOONS
TOTAL 21
Mortar Team
Version 3 Rulebook - page 206
Cost Inexperienced 21 pts
Regular 30 pts
Veteran 39 pts
Team 2 men
Weapons 1 light mortar
Special Rules Team weapon
Fixed (if medium or heavy mortar option is taken)
The light mortar may not fire smoke rounds
Options:
Upgrade light mortar to medium mortar for +15pts, gaining 1 extra man
and the Fixed special rule
Upgrade light mortar to heavy mortar for +30pts, gaining 2 extra men and
the Fixed special rule
Medium and heavy mortars may add a spotter for +10pts Buy Now!
Save Reset Clear Save & Back Save & View
Unit notes:
Weapons Range Shots Pen Special
Heavy Mortar team 12"-72" 1 HE Team (4 men), Fixed, Indirect fire, HE (3")
Light Mortar team 12-36" 1 HE Team (2 men), Indirect fire, HE (1"), Cannot fire smoke
Medium Mortar team 12"-60" 1 HE Team (3 men), Fixed, Indirect fire, HE (2")
Spotter Spotter
Unit Special Rules
Fixed
(v3 page 96) When ordered to Fire, fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and
can then fire suffering the normal -1 to hit for 'fire on the move'. When ordered to Run, fixed weapons that are carried and crewed by infantry teams
move the normal 12" over open ground or 6" or rough ground, obstacles, etc. Fixed weapon units can never assualt other units. If assaulted by an
enemy, the gun itself is ignored and the crew models are assaulted as normal. Any artillery piece definded as light or medium can be moved by the
crew with a Run orders, as normal for fixed weapons - except that those units can only move 6" rather than 12" with a Run order. Heavy and super-
heavy anti-tank guns and heavy howitzers, as well as any lighter gun whose crew is reduced to a single man, cannot be moved by their crew with a
Run order.
HE (1")
(v3 page 97) PEN: +1, PIN: D2 (D3 if in building) - Infantry and artillery can go down to halve the hits taken (rounded up).
HE (2")
(v3 page 97) PEN: +2, PIN: D2 (D6 if in building) - Infantry and artillery can go down to halve the hits taken (rounded up).
HE (3")
(v3 page 97) PEN: +3, PIN: D3 (2D6 if in building) - Infantry and artillery can go down to halve the hits taken. 10+ hits on building collapses it and kills
all inside.
Indirect fire
(v3 page 101) - cannot hit targets withing their minimum range, measured from the centre the weapon itself. Units hit by indirect file receive no cover
saves of any kind. However, if the target unit is or goes Down when shot at with indirect fire, the number of hits suffered is still halved. When fired
against vehicles, hits from indirect fire weapons always strike the top armour, counting the +1 penetration modifier to damage regardless of the actual
position of the firer. If an open-topped armoured vehicle is hit by indirect fire add the +1 penetration modifier to the roll to damage, and also add +1 to
the die roll on the Armoured Vehicle Damage Results Tables. Cannot fire indirect fire weapons from Ambush. Indirect fire weapons can fire smoke (page
128).
Spotter
(v3 page 102) Cannot be placed within coherency of the weapon crew. Either the weapon crew or the spotter can be given an order - but not both.
Spotters can never assault or fire any weapon against enemy units. Spotter without an order die next to it counts as Down. Cannot spot for
inexperienced indirect fire weapon. When associated weapons unit is destroyed, spotter is removed also. Spotters are always ignored for the purpose
of victory conditions. If spotter destroyed, does weapons team or artillery unit is not affected (other than no spotter). If already ranged in when spotter
destroyed, can continue firing at 2+.
Team (2 men)
(v3 page 103) A Team weapon shoots at full effectiveness so long as there are at least two team members to serve it. If only one man remains to serve
a team weapon, then the weapon suffers a -1 'to hit' penalty. For squad-based team weapons, loader must remain within 1" or weapon suffers the -1
to-hit penalty.
Team (3 men)
(v3 page 103) A Team weapon shoots at full effectiveness so long as there are at least two team members to serve it. If only one man remains to serve
a team weapon, then the weapon suffers a -1 'to hit' penalty. For squad-based team weapons, loader must remain within 1" or weapon suffers the -1
to-hit penalty.
Team (4 men)
(v3 page 103) A Team weapon shoots at full effectiveness so long as there are at least two team members to serve it. If only one man remains to serve
a team weapon, then the weapon suffers a -1 'to hit' penalty. For squad-based team weapons, loader must remain within 1" or weapon suffers the -1
to-hit penalty.
German Army Special Rules
Blitzkrieg
German officers using the 'You men, snap to action!' ability can take one additional order die from the bag and assign it as normal. In other words, a
German platoon commander takes three dice, a company commander takes five!
Initiative Training
If an infantry squad's NCO is killed, roll a D6. On the score of a 1, the NCO is removed as normal. On the roll of a 2 or higher, one of the other troopers
takes over the squad and leads it just as effectively as before. To represent this, leave the NCO in place and remove any other model instead (it is
assumed the new 'squad leader' swaps his weapons with the ones carried by the NCO, if different). If the NCO is successfully replaced the unit does
not suffer the usual -1 morale penalty for losing its NCO.
Hitler's Buzz Saw
German light and medium machine guns fire one extra shot. Note that this applies to all light and medium machine guns, both those carried by the
infantry units and vehicle-mounted ones.
© 2024 - EasyArmy.com