Fire and Dice: AFVs

AFVs may operate as a single element but more often will operate as a troop or squadron of three or four vehicles as they did historically. I recommend retaining organisational structures throughout the game and disallow devolving units into elements. 

OBSERVATION: When operating in a group, an AFV unit observes as a group. Any vehicle in a unit can be used as the point of reference when rolling for observation - so some vehicles may have advantages over others. As stated in the rules, once observation is achieved, all AFVs in a unit can observe and engage the target provided they have line-of-sight to the target. An AFV within a unit which has observed an enemy, which is out of sight may move to within line-of-sight and take a shot that turn (move and fire) with no further test for observation required.

Similarly, when an enemy unit moves out of sight or for whatever reason, line-of-sight is broken by the end of their turn, the enemy unit falls out of observation and must be re-observed in a subsequent turn. Observation is only broken; however, if the moving unit has broken line-of-sight with all AFVs in the unit which observed them. This only applies if the line-of-sight is lost for all AFVs in a unit by the end of the enemy player's turn. 

For example, if a German Panzer IV is under observation from a troop of three British Cromwell tanks but moves behind a building which hides the vehicle from sight, it will block observation at the end of the Panzer's move. The Cromwell unit has lost observation. If the same Panzer was to move behind the building but emerge the other side by the end of its move within line-of-sight of any of the Cromwell tanks, it remains under observation from the Cromwell unit. 

MORALE: AFVs within a unit roll for morale as a group - the ML value being derived from D2 x the number of AFVs. If the unit fails the test, all vehicles must respond according to the result. ML testing suffers from vehicle damaged/disabled and lose vehicle bonuses for every AFV destroyed.

If a solitary AFV commences the game as an independent element, its ML value is derived from the crew strength and testing suffers penalties from damage/disabled conditions.

MOVEMENT: Provided morale is passed, individual AFVs within units may move anywhere the player wants them to and spread out as far as they like. Individual AFVs may be assigned specific tasks, provided the circumstances of their assignment was taken into account for the unit morale test.

RADIO: Whilst not specified in the rules, I suggest AFVs without radios cannot operate out of line-of-sight from the unit and must be within direct sight of at least one other AFV of their unit at all times.

SHOOTING: Like movement, AFVs shoot individually within a unit. Provided a target is observed, AFVs within a unit may fire at different targets. Not all armaments in an AFV are necessarily capable of firing simultaneously each turn. Some single-man turrets may only fire either the main gun or a co-axial MG and you should generate and refer to the unit card for such specifics.

AFV MGs mounted in the hull or turret (co-axially) are all given a D4 Weapon Dice (WD) regardless of size. This is due to arc of fire and visual limitations of the gunners within an AFV. Exterior mounted MGs such as roof mounted heavy MGs are given a standard D6 WD. Historically, the best close support an AFV could have was infantry support and their often superior WD.

ARMOUR: Only front and side values are assigned. I am applying an assumption that rear armour is generally similar to side armour values. Whilst an important feature of any battle-group, this is not a purely AFV game and I have dispensed with rear-shot bonuses because I find they rarely apply or make much difference. Again, feel free to expand the armour ratings further or apply additional modifiers if that's your thing.

BUTTONED-UP: Otherwise termed 'closed-down' AFVs suffer a -1 penalty for observation, -6 for movement and are unable to operate exterior WD - which is generally a top-mounted MG. 

They may start the game un-buttoned but will button-up immediately when coming under fire regardless of the fire effectiveness. Only after a complete turn free from incoming fire may an AFV crew un-button. Small-arms WD such as an infantry unit or MG support weapon cannot inflict casualties on an exposed AFV crew (although I did consider it) but they do drive the crew back inside and effect a buttoning-up. I recommend using an appropriate counter to indicate one state or the other - you could get cute and use a button.

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