RE: APCs and Armored Car questions
Do APCs generate wrecks? The way I read the rules they do. However, it makes for an interesting situation. I have APCs and armored cars dueling it out in an assault in town (along with various infantry). By the time it's done, there may be 3 AFV step losses in the hex. If they each create a wreck it seems any remaining APCs, and the armored cars would be stuck there because they can't clear wrecks.
See the rule sections below as to generating wrecks.
1.2 Definitions
Armored Fighting Vehicle (AFV): Any unit with a printed armor defense value (even a value of 0). This includes self-propelled artillery, armored cars, special armored engineering vehicles, armored personnel carriers, and other similar vehicles. A tank leader may activate any of these.
16.3 Wrecks
When an AFV step is eliminated in a bridge, road, or town hex, place a Wreck marker there.
And yes, they will be stuck in the hex if the are three wreck markers and have an armor value less than 2.
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Also, from what I can tell, armored cars cannot be efficient and don't provide the combined arms shift in assault. Is that correct?
Armored Cars that have an armor rating of 0 or more are AFV (see 1.2 above) and thus can be efficient.
Armored Cars do not provide the combined arms shift in assault as they are not closed-top AFV. The relevant section is below.
12.41 Column Shifts
For the combined arms modifier that requires a side to include at least one undemoralized closed-top AFV and at least one infantry of any type except
HMG (or WPN) units, the closed-top AFV must have BOTH an Anti-Tank AND either a Direct Fire or Bombardment Fire value to qualify. Other friendly units may also be in hex. This modifier only applies if the AFV has Armor Efficiency (11.2).
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I do agree with Peter that the usage of terms is not entirely consistent throughout. I try very hard to make the verbiage consistent within a product when editing a scenario booklet but I am sure I miss things in 100+ page Word documents. Example: ensuring the names in the order of battles match the names on the counters takes roughly 5 minutes per scenario and can be tricky if I only see the final counter proofs at the last minute. I also prefer the use the same name (on the counter) as was in previous games but that does not always happen.
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