Originally Posted by: morgis
1. Shooting from behind the to tank
2. How many decks critical damage to the game? One for all or everyone has their own?
3.Describing shooting from the front. You can not see the edges of the tank, but it is not a cover.
4. How many cards of improvements for the tank?
5. Describing better shooting in the woods who and who has cover.
I have no idea why people are so vehemently arguing to NOT have/include a FAQ/err... Like why not? Obviously there are a bunch of question that get asked, which is totally ok and not the invite to talk down to new/inexperienced players. Put simply some people/even clubs need simple, official statements clarifying what is meant with certain rule-text - and what is not.
To the afford mentioned 5 questions:
1.) I believe you are asking what happens if your tank were to shoot from the back rather the side?! Unfortunately (because I miss official rules for this as well) there is no difference in the rules for shooting from the side (rules page 13) or the back. This not only makes "Heavy" tanks even better (since their ruling aims at side-shots: but without shots from behind they count as all-around-armored), but is also unrealistic and leads players to make different decisions when being circled: what's the point of preventing an enemy tank from getting behind you, once he is next to you?
2.) intuitively I would say one for two players. However if you consider multiplayer matches with lets say 8 people, or just big points of 500 (example) per side, you will see matches with way more tanks than 3-6 per match. In such situation it could easily arise that card counting - even unintentional becomes common practice AND worse: you may run out of cards if 50 (again: example) tanks draw from the same stack. Thanks for asking this question, because I never even thought of it. From here on I will be using my own deck for myself to keep it as random as possible.
3.) Rulebook page 12. Look at the lower image and read the text in the image very carefully. When you can draw your Line of Sight (LOS) to 3 corners WITHOUT passing through any other object/terrain the target has NO cover. however if two corners lie behind/in some sort of cover, even with the whole front of the tank sticking out of said cover, the tank counts as in cover. Just dipping your far corner in a forest does not grant you cover. Two corners would. (not sure if that's your question though)
4.) as someone mentioned before, this is clearly stated on page 15. One of each category and only as much crew as your tank allows. However I have a question about this too: Are tank doctrine also considered a piece of equipment and therefor limited to one per tank? This is how I've been writing lists, but want to make sure, because I haven't read any specific doctrine rules.
5.) Something I've seen played wrong in online reviews/lets-play's: If your tank is in a forest/in woods, but not sticking his gun (turret-center/gun-mount)
OUT of said woods, an enemy tank, that's out in the clear (has no cover on its own) still gets cover from the little piece of your own cover/forest your bullet would theoretically pass through. I don't necessarily like this particular ruling, since I would think a hidden tank in a forest would locate itself to have but not GIVE cover for its enemies, but ok - I didn't write this. This becomes clear if you look at the image on page 12 (bottom). The Pershing has no free LOS on the Panzer IV because there is a tiny bit of his own forest "obscuring"/in the way to the left front end of the Panzer IV. (They should've highlighted Terrain in the images imo.)
This is specifically stated in the rule-text for "COVER" and the underlying picture on page 12:
"Ignore terrain directly underneath the shooting tank (not the whole terrain piece) when determining if the target is in Cover."____________________
I would also like to add a couple of questions I couldn't find answer to on the forums (so far):
6.) How does Dr. Franz Bake's special movement rule work? Further; how does it work if he is in a "Fast" Tank or a Tank with "Supercharger"? His ruletext says he may make a
"normal move", does that mean he can make all 2/3 moves as for a normal movement-phase? Is ment he may make a one-arrow movement before game start? May he make his full 2 moves and even discard his supercharger to use its speed-buff?
7.) I read here that there was an official statement that you may not re-roll re-rolls, but I couldn't find that. Could anyone please post a link/reference?
8.1.) What happens if you score say 3 uncanceled critical hits on an enemy, draw 3 critical damage cards, and they all so happen to be "Bailed Out"? Going by the rule book this would actually mean they are legit (they are "repairable" and thus should be stacked on the tank), that would mean the crew has bailed out 3 times now, and thus it would take 3 command-phases to repair them again - 1 by 1 - is this correct?! (I know this is unlikely, but what if?)
8.2.) What happens if you score say 3 uncanceled critical hits on an enemy, draw 3 critical damage cards, and they all so happen to be "Damaged Optics"? Again: Do they stack? from the rules I would think they do, so if applied 3 times, the target tank would effectively lose 6 attack, right? (until fixed that is)
9.) Can a tank that is equipped with "-1
initiative Loses the Fast-keyword" (many of the common armor-equipment's) use a Supercharger to
gain "Fast" for one round? Put to an extreme: A "Fast" vehicle gets Add-On Armor and loses "Fast", could it cancel that effect for one turn with a Supercharger?
10.) Tungsten Shot. Can I use attack die re-rolls (Knispel, Precise Loader, stationary vehicle, etc.) to re-roll missed shots on a Tungsten Shot?
Thanks for respectfull replies and good hunting