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[Rules] Crab flail tanks - damage check? - Printable Version

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[Rules] Crab flail tanks - damage check? - broadsword - 07-17-2012

I'm traveling and left my scenario booklet at home, which has the rest of this rule. Can anyone help me?

Crab tanks can do mine clearance. They enter a mined hex, and at the end of every third turn they stay in the hex, one mine point is removed and the player checks for possible damage to the tanks (as a result of the exploding mines wearing out the flail roller mechanism).

What are the 1D6 die roll results to get damage/no damage?

Is a damage result a step loss, or just that the unit can't clear mines anymore?


RE: [Rules] Crab flail tanks - damage check? - enrique - 07-18-2012

"The British Crab tanks may enter a hex containing a minefield marker in the same manner as an enginner. Following the attempt to clear the mines the British player rolls one die. Add one to the result for each minefield point successfully removed this impulse... On a result of 6 or more the Crab is damaged or destroyed and removed from play. (it does not count as eliminated for victory purposes). On any other result the flail chains are repaired and it may continue to be used"
(BN scenario book, scenario 1, special rule 9).


RE: [Rules] Crab flail tanks - damage check? - broadsword - 07-18-2012

Thanks Enrique!