AFV |
Top Speed |
2/3 Speed |
1/2 Speed |
1/4 Speed |
Throw a D6 for every vehicle moving across mud or snow, to
determine if it becomes bogged down. If a vehicle is bogged down, throw a D6 every
move to determine if the vehicle manages to free itself again:
Wheeled D6 result of 5 or 6 = bogged down. If wheeled & bogged,
6 = freed.
Tracked D6 result of 6 = bogged down. If tracked & bogged,
5 or 6 = freed.
HMG, belt-fed LMG, Mortars, AT Guns, Field Guns, and any other multi-crew
weapons take 1 move to deploy, and 1 move to limber up or dismantle for movement.
AFV move at their designated maximum speed on roads. Sherman tanks run on highly
flammable Aviation Spirit, but Firefly tanks are Diesel powered.
Turning
45 degree turns cost 2.5″ of movement
90 degree turns cost 5″ of movement
180 degree turns cost an entire round of movementObstacles
Tanks end their movement turn on meeting an obstacle. It takes another turn to
negotiate the obstacle, and the tank will end its turn on the far side of the
obstacle. Example: A tank moves up to a hedge on turn one, engages crawler
gear ratio and passes through the hedge on turn two, and then resumes the
appropriate speed again on turn three. The tank counts as a moving target
throughout this manœuvre. |