Dust Tactics FAQ 1.4

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The document provides errata and clarifications for rules in the Dust Tactics miniatures wargame.

Several unit cards like Action Jackson and Stefan had incorrect weapon profiles or special rules and these were updated. The names of units like Tank Killers were also corrected.

The maps for two scenarios - Operation Seelowe #1 and Victory Bridge #4 had errors and the correct maps are provided.

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FAQ
1
The description for the Stimulant Kit special ability from
Operation Cerberus is incorrect. It should read as follows:
The Field Medic can inject a soldier unit in an adjacent
space with newly developed combat drugs. The next
time the injected unit is activated, it can perform two
consecutive activations that round. At the end of the
injected units second activation, lay all of its miniatures
on their sides in the space where their activation ended.
These soldiers are now exhausted. While the unit is
exhausted, it cannot be reactivated by any Command
Squad. It cannot perform any action, and it cannot even
ght back if attacked in close combat! The next time this
unit is activated, stand the miniatures upright. This costs
the unit both of its actions for that round. This skill may
only be used once per game. If the Field Medic injects
a squad that is joined with a Hero, that Hero is also
injected. The Field Medic can choose to inject a lone
Hero instead of a squad, but that will still use all of his
stimulants for the game.
The Official FAQ
Version 1.4 July 18, 2012
All updates/changes appear in red.
ERRATA
The correct name of the Panzer Killers unit is the Tank Killers.
The correct term for Wiederbeleben Serum is
Wiederbelebungsserum.
There is no difference between the terms deploy and
enter. To be consistent, the term that Dust Tactics will use
from this point forward is enter. In every scenario, each
unit enters the game as explained in the rulebook.
The Action Jackson unit card from the Unit Card Upgrade
Pack is incorrect. The second weapon line should be a
60W Phaser Gun with a range of 3.
Artillery weapons (Range A) ignore all types of cover,
except when attacking a unit that is inside a structure.
Operation Seelwe scenario #1, Were Here, and
Victory Bridge scenario #4, Seize the Explosives, had
errors on the scenario maps. See page 14 of this FAQ for
more information.
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FAQ
2
The Unit Entry section of the Core Rules is incorrect.
When entering the battleeld during the rst round of the
game, each units rst action must be a move action,
using movement points to enter one of the entry spaces
on the map per that units movement rules. The unit is not
restricted to a move of one space if it has more movement
points available to it.
The Stefan unit card from the Axis Hero Pack is incorrect.
- Flammenwerfer 40: Flame Weapon should be added
to the unit description.
The unit cards for the SSU Observer Team Nabludatyel
and SSU Sniper Team Jnetzi are incorrect. The success
indicator for Soft cover shows a die with the symbol. It
should instead show a die with a symbol.
The unit card for the ALLIES Medium Combat Walker
M3-E Rattler is incorrect. The rating against Aircraft 1
armor for its 40 mm AA twin is listed as 4/1. It should
instead read 5/1.
The unit cards for the SSU Commissar Squad and
individual Commissars are incorrect. In addition to the
existing weapon lines, the following weapon line should
appear on each card:
1 2 3 4 1 2 3 4 5 6 7 1 2 3
Knife & Grenade C 2/1 1/1 1/1 1/1 1/1 1/1 - - - - - - - -
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FAQ
3
EXAMPLE: The BBQ Squad benefits from corner cover when
attacked by the Kommandotrupp because of the adjacent ter-
rain square. The BBQ Squad also benefits from corner cover
when attacked by the Recon Grenadiers because of the adja-
cent Hot Dog vehicle.
EXAMPLE: The BBQ Squad benefits from corner cover when
attacked by the Kommandotrupp because of the adjacent an-
ti-tank trap. However, the BBQ Squad does not gain corner
cover when attacked by the Luther because the anti-tank trap
does not block Line of Sight against vehicles.
EXAMPLE: The BBQ Squad benefits from corner cover when
attacked by the Kommandotrupp because squads block line
of sight when attacked by other squads. The BBQ Squad also
benefits from cover when attacked by the Luther because of
the adjacent Hot Dog.
RULES
Q: In what situations will a squad benet
from corner cover?
A: A targeted squad receives corner cover when the imagi-
nary line of the attacking units line of sight passes through
the corner of a space that blocks the attacking units line of
sight. If a targeted squad is adjacent to a terrain feature
or vehicle that blocks the attacking units line of sight, and
if the imaginary line passes through the corner of a space
that contains that terrain feature or vehicle, then the targeted
squad benets from corner cover.
Corner cover only applies if the attack is at a 45 degree
angle from the attacker to the target.
See the following series of examples that portray several
situations where a squad may or may not benet from
corner cover:
EXAMPLE: The BBQ Squad does not benefit from corner cover
when attacked by the Kommandotrupp because the imaginary
line does not cross the corner of the terrain square. The BBQ
Squad cannot be targeted by the Luther because the Hot Dog
blocks Line of Sight.
LUTHER
BBQ SQUAD
KOMMANDOTRUPP
HOT DOG
BBQ SQUAD RECON GRENADIERS
HOT DOG
LUTHER
KOMMANDOTRUPP
KOMMANDOTRUPP
RECON
GRENADIERS
BBQ SQUAD
HOT DOG
LUTHER
BBQ SQUAD
KOMMANDOTRUPP
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FAQ
4
Q: How can a unit split re to target
different units during the same activation?
A: The unit card displays a weapon line for each type of
weapon that the unit carries. Each weapon line can be as-
signed to one target within that weapons range.
Lets look at a sample unit card:
The Recon Grenadiers have four weapon lines:
1. StG 47
2. MG 48 (1)
3. Panzerfaust
4. Knife & Grenade
It is possible for the Recon Grenadiers to split their re
across four different targets, as is depicted in the following
example. Remember that the player chooses the order in
which weapon lines re. Also, all actions, targets, and at-
tacks (including close-combat weapons) must be declared
before any dice are rolled.
EXAMPLE: The Axis player activates a squad of five
Recon Grenadiers. The player targets The Gunners squad
with the StG 47 weapon line. All weapons of the same
type must fire at the same target, so all four soldiers who
are carrying this weapon fire on The Gunners. The Axis
player rolls one die per weapon, so he rolls a total of four
dice against the The Gunners.
Next, the Axis player targets a BBQ Squad with the MG 48.
The weapon line shows a (1) after the weapon name,
which means that only one soldier in the squad is carry-
ing this type of weapon. The Axis player rolls four dice
per weapon, so he rolls a total of four dice against the
BBQ Squad.
The Axis player then targets a Pounder with the Panzerfaust.
All weapons of the same type must fire at the same target.
The player chooses to expend all three Panzerfausts, so
all three soldiers who are carrying the weapon fire on the
Pounder. The Axis player rolls one die per weapon, so he
rolls a total of three dice against the Pounder.
Finally, the Axis player targets the adjacent Recon Boys
squad with the Knife & Grenade. All weapons of the same
type must be used against the same target, so all five
soldiers engage in hand-to-hand combat with the Recon
Boys. The Axis player rolls one die per weapon, so he
rolls a total of five dice against the Recon Boys.
Q: Do close combat weapons ignore cover?
A: Yes, close combat weapons (Range C) ignore all
types of cover.
Q: On my turn, can I have a unit pass dur-
ing its activation so that I can activate it
later in the round instead?
A: No. If a unit passes on making one or more actions dur-
ing its activation, the unit still counts as being activated. It
cannot be activated again until the next round.

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FAQ
5

Q: One of my units is riding in a transport


and I dont want to have it disembark yet.
Do I still have to activate it?
A: Yes. A unit that is embarked on a transport must still be
activated. It may choose to pass on its actions, but its activa-
tion must still take place.
Q: When exactly can a unit attempt Reac-
tive Fire?
A: Reactive Fire may only be attempted between any two
actions. A unit may not attempt Reactive Fire before an en-
emy unit takes its rst action, or after it completes its last ac-
tion. If a unit wishes to react after the last action performed
by an enemy unit, the player must activate the unit per nor-
mal activation rules (after all, its his turn to pick a unit next!).
Q: Does a unit using Reactive Fire attack
with all of its weapon lines, including close-
combat attacks such as Knife & Grenade?
A: Yes, a unit using Reactive Fire (including Advanced and
Superior Reactive Fire) may attack with any or all of its
weapon lines that have sufcient range to the target unit
(i.e the unit that triggered the Reactive Fire). In the case of
a close-combat attack, the target unit must be adjacent to
the attacking unit. Remember that during a Reactive Fire
attack, all weapon lines must re at the unit that triggered
the Reactive Fire attempt.
Q: How do close combat weapons work
with Reactive Fire?
A: If a unit uses a close combat weapon as part of a Reactive
Fire attack, all other weapon lines are resolved rst, then both
units attack simultaneously with their close-combat weapons.
EXAMPLE: The Allied player activates The Gunners
squad and performs a move action that brings them ad-
jacent to an unactivated squad of Recon Grenadiers. The
Axis player decides to interupt The Gunners movement
and attempts to use Reactive Fire against them. He rolls
one die and obtains a . The Reactive Fire attempt is
a success so he immediately activates the Recon Gren-
adiers and performs a single attack action with all
weapon lines that have sufficient range. After resolving
the first three weapon lines, both units simultaneously at-
tack each other with their Knife & Grenade weapon lines.
At this point, the Reactive Fire action is complete. The Re-
con Grenadiers squad is deactivated and The Gunners can
resume their move action.
Q: Can I attempt Reactive Fire with more
than one unit against the same target on
a single activation?
A: No. Only one unit may attempt Reactive Fire during a
single enemy activation.
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FAQ
6

Q: When are casualties removed?


A: When a unit attacks with a ranged weapon (any
range except for Range C), the defending player re-
moves casualties immediately after the attacking play-
er resolves each attack. (The defending player normally
chooses which figures to remove from his own squad
some special abilities, like Sniper, may change this.)
When a unit attacks with a close-combat weapon (Range
C only), each player simultaneously removes casualties
from his own squad.
EXAMPLE: The Axis player activates a full squad of
Recon Grenadiers. He moves them one square, put-
ting them adjacent to a full squad of The Gunners. He
declares that the Recon Grenadiers are attacking The
Gunners with the StG 47, MG 48, and Knife & Grenade
weapon lines.
The Axis player performs the StG attack by rolling four
dice (one for each figure carrying a StG). He obtains
one and three . The Allied player chooses to re-
move one figure from The Gunners squad as a casualty.
The Axis player performs the MG 48 attack by rolling
four dice. He obtains two and two . The Allied
player chooses to remove two figures from The Gun-
ners squad as casualties.
The Axis player and the Allied player both perform
their close-combat attack simultaneously. The Recon
Grenadiers roll five dice (one for each figure in the
squad), and The Gunners roll two dice (also one for
each figure in the squad). The Recon Grenadiers
obtain two and three ; The Gunners obtain one
and one . The Axis player chooses to remove
one figure from the Recon Grenadiers squad as a ca-
sualty. The Allied player removes both remaining fig-
ures as casualties, which destroys The Gunners squad.
Q: How does Reactive Fire work with the
Fast ability?
A: Reactive Fire takes place between actions. If a Fast unit
starts its activation by performing a move action, no Re-
active Fire can take place until this rst move action is
completed in its entirety. So, if a unit moves into range for
Reactive Fire with its base movement, but decides to use its
Fast ability to move one more space, Reactive Fire does
not occur after it completes its base movement. It can only
occur after the unit has completed all of its movement for
its rst move action, including movement gained from the
Fast ability. The units controlling player may choose which
move action (if any) will receive the bonus movement from
the Fast ability.
EXAMPLE: A Hellboys unit (Fast, movement value of 1)
decides to perform a move + move action sequence.
The Fast ability can be applied to its movement once dur-
ing its activation, allowing it to move an additional space.
During the first movement action, the Hellboys move one
space, leaving them vulnerable to Reactive Fire by an un-
activated Hans. To keep from drawing Reactive Fire, the
controlling player decides to use the Hellboys Fast abil-
ity on the first move action, and moves them one addi-
tional space to a square that is out of range. The second
move action can now proceed normally, without inter-
ruption by Reactive Fire. If the player controlling the Hell-
boys had instead decided to save the Fast ability for the
second move action, the Hans would have been able to
attempt Reactive Fire.
Q: How does Reactive Fire work with the
Charge ability?
A: Charge adds an additional attack action to the end
of a units activation. Therefore, a unit may attempt Reactive
Fire against the charging unit between the rst and second
move actions, or between the second move action and
the bonus attack action.
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FAQ
7

Q: When units are being carried by


a transport, and that transport is de-
stroyed, where are the surviving units
placed?
A: Each surviving unit is placed by its owner on an empty
space that was previously occupied by the destroyed trans-
port. If there are not enough of these empty spaces to ac-
comodate surviving units, they are placed on any legal ad-
jacent space. If a unit cannot be placed on any of these
spaces, the unit is eliminated.
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FAQ
8
Q: The Ludwigs gure physically shows
two cannons, but the unit card only
shows one weapon line. Does the Ludwig
roll double the amount of dice shown on
the weapon line when ring with both
cannons?
A: No, the Ludwig only rolls the number of dice shown on
the weapon line. The Ludwig always res both cannons
together at the same time, so it cannot split its re either.
Q: When a unit with an Artillery weapon
res at a squad, can the squad benet
from cover?
A: Artillery weapons ignore all types of cover, except
cover gained from being inside a structure.
EXAMPLE: In the example above, the Radioman from the
Kommandotrupp squad calls in an Artillery Strike on the
BBQ Squad from the nearby Lothar. The BBQ Squad does
not benefit from cover against the Lothars Nebelwerfer 42
and would take full damage from the artillery weapon.
EXAMPLE: In this example, the BBQ Squad is inside a
structure and would benefit from hard cover against the
Lothars Nebelwerfer 42.
Q: In a situation where a target is inside a
structure and an Observer squad has clear
line of sight to the target, can an Artillery
unit re an indirect shot at the target?
A: No. Artillery Weapons re in a parabolic trajectory. Even if the
Observer unit has a clear line of sight to the target, the shells would
impact on the roof of the structure instead of hitting the target unit.
Artillery weapons may only affect a unit inside a structure if the
Artillery unit has line of sight through the entrance of the building
from its space (not counting any other intervening terrain).
EXAMPLE: In the example above, the Kommandotrupp
can see the BBQ Squad, but the Lothar cannot fire its
Nebelwerfer 42 because the attack would impact the roof
of the structure and not hit the BBQ Squad.
EXAMPLE: In this example, the Lothar can attack the BBQ
Squad with its Nebelwerfer 42 because the attack would
enter through the entrance of the structure.
Q: Can Artillery weapons (Range A) be
red from inside a structure?
A: No. Artillery weapons re in a parabolic trajectory. Any artillery
weapons red from inside a structure would hit the ceiling of that
structure and explode, making it very dangerous for the artillery unit!
BBQ SQUAD LOTHAR
BBQ SQUAD LOTHAR
KOMMANDOTRUPP
BBQ SQUAD
LOTHAR
KOMMANDOTRUPP
BBQ SQUAD LOTHAR
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FAQ
9

Q: The structure rules on page 11 of


Operation Seelwe state that Soldiers
(Armor ) are considered to be in Soft
Cover when inside a building. But the
Core Rules state that Heroes (also Armor
) do not benet from cover. What is the
correct rule?
A: The rule in Operation Seelwe is incorrect. The correct
rules are:
Squads are considered to be in SOFT COVER
when they are inside a building and targeted by
an enemy unit that is also inside the same struc-
ture.
Squads are considered to be in HARD COVER when
they are inside a building and targeted by an enemy
unit that is outside the structure.
The only way a Hero can benet from cover in any
situation is if that Hero has joined a squad.
Q: The rst scenario of Operation Blue
Thunder says that there is no cover for
this mission. What does this mean?
A: It means no 3D terrain pieces (cover elements) are used
in this scenario. Normal cover rules (i.e. Hard and Soft Cov-
er, corner cover, etc.) still apply.
Q: On page 7 of the Core Set rulebook, it
makes mention of victory points. How
do players calculate victory points?
A: This answer replaces the section End of the Game on
page 7 of the Core Set rulebook.
The nal round is triggered when one of the following events
happens:
All of one players units have been eliminated.
One of the two players has fullled his scenario objective.
The time limit (number of rounds) ends. Calculate each
sides victory points to determine the winner (see below).
Neither player can fulll their objective any longer
(because all objectives were destroyed, for instance).
Players can either calculate victory points to determine
a winner or continue ghting until there is only one
side standing!
Regardless of what triggers the nal round, the game always
ends at the end of a round. Even though one player may be in
a good position to win, he still needs to prevent his opponent
from accomplishing his objective.
Calculating Victory Points
To determine how many victory points each player has earned,
calculate the total AP value of all enemy units each player
destroyed during the scenario. Some scenarios provide bonus
victory points for holding a certain objective or accomplishing
a specic task during the scenario. If a player successfully ful-
lls the condition, add the number of victory points specied
in the scenario to that players total. The player who earned
the most victory points wins the game.
EXAMPLE: The Axis player lost one Heavy Laser Grena-
diers squad and one Hans (30 + 24 = 54) . As a result, the
Allied player earns 54 victory points.
The Allied player lost one Hell Boys squad and one Death
Dealers squad (34 + 23 = 57).
As a result, the Axis player earns 57 victory points. The
Axis player earned 57 victory points, which is more than
the 54 earned by the Allied player. The Axis player wins
the game!
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FAQ
10
Q: Hot Dogs Napalm Thrower has a range
of two. Which targets can be hit by this
amethrower weapon?
A: Flamethrower weapons that re farther than one space
inict damage on all units in spaces between the
attacking unit and the target unit even if the
spaces are occupied by friendly units. Flamethrow-
ers do not continue beyond spaces that block line of sight.
When a unit res a amethrower weapon with a range
greater than one, the controlling player chooses the spaces
where the ames spread. The attacking unit must still be able
to see each target following normal Line of Sight rules.
EXAMPLE: In this situation, the Allied player can choose
which spaces the Hot Dogs Napalm Thrower affects, as
long as it has clear line of sight. In this example it may
target either:
The Laser Grenadiers and the Luther.
The Recon Grenadiers and the Luther.
The Laser Grenadiers and the Lothar.
The Hot Dog cannot target the Kommandotrupp. They are
behind the Lothar, which blocks line of sight.
WEAPONS AND SKILLS
Q: How do laser weapons interact with
the sustained attack action?
A: When a unit with laser weapons performs a sustained
attack, reroll all obtained from the rst roll of the dice only.
This is for the sustained attack. Then, continue rerolling all
(including those obtained from the sustained attack) for the
laser weapons.
EXAMPLE: The Axis player declares that his Laser Grena-
diers squad is performing a sustained attack against a BBQ
Squad. The Laser Grenadiers roll five dice against the BBQ
Squad and obtain three and two . The Axis player
sets the three dice showing to the side. Then, because
the Laser Grenadiers are performing a sustained attack, he
rerolls the two dice showing and obtains one and
one . Now, because they are using laser weapons, the
Axis player takes the three dice he set aside earlier as well
as the one obtained from the sustained attack and re-
rolls them. He obtains two more . He then rolls those
two dice and obtains one more . Again, he rolls that one
remaining die and obtains a , ending the attack. All
together, the Laser Grenadiers scored seven total
against the BBQ Squad.
Q: Does Joes Grenade Launcher ignore cover?
A: Yes. At the bottom of Joes unit card there is an ability
called Grenade Launcher: Grenade Weapon. This weap-
on is classied as a type of UGL, so when Joe attacks with
this weapon he also ignores cover.
KOMMANDOTRUPP
RECON
GRENADIERS
LASER
GRENADIERS
HOT DOG
LUTHER
LOTHAR
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FAQ
11

Q: If both an Observer squad and a unit with


an Artillery weapon have line of sight to a
target, can the Observer squad use its Artil-
lery Strike skill to activate the unit with the
Artillery weapon to re a direct shot
instead of an indirect shot?
A: No. If an artillery unit has line of sight to the target, it
must re the direct shot on its own activation.
Q: How do Burst Weapons work?
A: When ring a burst weapon at a target that has not
performed a move action during this round, double the
number of dice rolled.
Q: Must the special ability Berserk be
declared before rolling dice for the attack?
A: Yes.
Q: How does the special ability Berserk
work with the sustained attack action?
A: First, reroll all obtained from the initial roll of the dice.
Then, reroll all remaining for Berserk.
EXAMPLE: Sigrid has joined a Laser Grenadiers unit.
During the game, they perform a Sustained Attack, com-
bined with Sigrids Berserk skill, against the Recon Boys
who are two spaces away from the Axis squad. The Axis
player rolls eight total dice (three for Sigrids Laser-Pis-
tole-B and one for each Laser Gewehr and Laser Werfer
in the Laser Grenadiers squad).
The first roll produces one and seven ! The Axis
player sets aside the one , and due to the Sustained
Attack, rerolls the seven . This results in two more
and five . Because the Axis player declared that he is
using Sigrids Berserk skill, he may now reroll all current
results before resolving the laser weapons effect. The
Axis player rerolls the remaining five , producing two
and three , for a total of five .
Because the squad is using laser weapons, the Axis
player rerolls all five to see if the attack causes further
damage. He obtains two and three . He rerolls the
two and both result in . Overall, this attack causes
seven points of damage, which is more than enough to
eliminate the entire Recon Boys squad.
Q: Does the special ability Black Ops work
during the rst round?
A: Yes.
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FAQ
12

Q: When a single miniature is brought


back to a squad through the use of the
Medics Get Up It Aint That Bad skill,
how much limited ammo does that minia-
ture bring back with him?
A: The miniature returns to its squad with its special weap-
ons intact, but no ammunition for limited weapons
is restored. Squads maintain the ammo limitations on their
unit cards.
Q: Can a unit with both the Jump skill
and the Fast skill use both of those skills
at the same time?
A: Yes, the Jump skill and the Fast skill can be applied to any
move action, even the same move action.
EXAMPLE: The Mickey encounters an anti-tank trap and
the only way around it is to go over it. The Mickey uses its
Jump skill and its Fast skill during one MOVE action. The
Jump skill allows the Mickey to jump over the obstacle
and the Fast skill gives it the extra movement needed to
land in the empty space beyond the anti-tank trap. The
Mickey now has one action remaining.
Q: How exactly does the Wiederbelebungsse-
rum skill work?
A: When a hero with the Wiederbelebungsserum skill attacks
an enemy squad or hero (armor class ), he
recovers one health point for each result. This
skill cannot be used to recover damage sustained during the
same attack that the Wiederbelebungsserum skill is used. It
can only be used to recover damage that was lost earlier
in the battle during another attack and only after all
weapons lines have been resolved, including close-
combat weapon lines.
The Wiederbelebungsserum skill cannot be shared with
any squad the hero joins and all attack dice from that hero
should be rolled separately from the squads attack dice.
EXAMPLE: TotenMeister and a squad of Axis Zombies
attack a squad of Grim Reapers in close combat. Toten-
Meister and the zombies deal three damage to the Grim
Reapers, defeating them. But, because close combat is
simultaneous, the Grim Reapers also deal two damage
to TotenMeister. TotenMeister cannot yet use her Wieder-
belebungsserum skill to heal this damage because it was
sustained during this same attack.
Later that round, the Allied player activates The Ham-
mers and attacks TotenMeister and the Axis Zombies in
close combat. The Allied player rolls The Hammers at-
tack dice dealing one to TotenMeister who has now
sustained three damage two from the previous combat
with the Grim Reapers and one from the current com-
bat with The Hammers. Simultaneously, the Axis player
rolls the Axis Zombies attack dice which result in all !
Then, he rolls TotenMeisters attack dice and gets three
against The Hammers, destroying the squad! Toten-
Meister survived this combat and can now recover the
two health points she lost in the previous combat with the
Grim Reapers. TotenMeister must wait until another com-
bat to attempt to heal the one damage sustained during
this combat with The Hammers.
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FAQ
13
Q: When a hero joins a squad with a
different movement value than the hero,
which movement value does the com-
bined unit use?
A: The combined units movement value is equal to the
fastest movement value of the two units.
UNITS
Q: The soldiers in The Gunners squad have
UGLs on their ries, but the Tank Killers
unit card does not include a UGL weap-
on line. Likewise, soldiers in the Battle
Grenadiers squad are armed with Panzer-
fausts, but the Tank Killers unit card does
not include a Panzerfaust weapon line.
Can these units use these weapon types
that the gures are carrying, even if the
unit card doesnt show that weapon line?
A: Normally, if a gure is holding the weapon, then he can
use that weapon. However, if any gures are holding weap-
ons that are not included on the unit card, they cannot use
those weapons.
Q: When elding a Bot Hunters or Tank Kill-
ers squad, which gure gets replaced by
the extra bazooka/panzerschreck gure?
A: The gure on the far right of each picture is the gure
that you exchange with the extra bazooka/panzerschreck
gure.
Q: When heroes are alone, do they get a
cover save?
A: No, Heroes do not get a cover save when they are alone.
Their unit cards do not show any cover value. The only way
for a Hero to get a cover save is when it joins a squad.

b e c a r e f u l D o n ot l e t t h i s f a Q f a l l i n t o e n e my h a n D s
RESTRICTED (FOR GAMING USE ONLY)
FAQ
14

SCENARIO ERRATA
Operation Seelwe
Scenario 1 Were Here!
In this scenario, the top right structure tile should be rotated
180 degrees so the two entrances line up with the adjacent
structure tile as shown in the following image:
Victory Bridge
Scenario 4 Seize the Explosives!
This scenario should have three Attacker deploy-
ment spaces directly behind the structure as shown
in the image to the right.

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