Pillboxes & DC

SoCal ASL Forums General Forum Fighting The Good Fight Pillboxes & DC

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  • #4285
    rdf
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    For the sake of brevity:
    Attackers movement phase, attacker has a DC and wants to use it against a pillbox location with a known enemy.

    Matthew: “Set DC” A23.7 placed prior to play by SSR or B30.31 “placed or thrown from the pillboxes hex” (So if placed or thrown from the pillbox's hex it is considered to have gone off 'inside' and is resolved as a Set DC.)

    Attacker is in an adjacent hex but not in the CA of the pillbox (1-5-7):
    1) Throws the DC in his movement phase. (Resolved in AFPh, costs 1 MF; result 30 column +9 for the pillbox occupants, +3 vs the thrower)
    2) Places the DC in his movement phase. (Resolved in AFPH costs 1 MF +COT to enter, provided unit isn't pinned and completes his movement, resolved as +7 for the pillbox occupants.

    Attacker is in an adjacent hex in the CA of the pillbox (1-5-7):
    1) Throws the DC in his movement phase. (Resolved in AFPh, costs 1 MF; result 30 column +5 for the pillbox occupants, +3 vs the thrower)
    2) Places the DC in his movement phase. (Resolved in AFPH costs 1 MF +COT to enter, provided unit isn't pinned and completes his movement, resolved as +5 for the pillbox occupants.

    Attacker is in the same hex as the pillbox (1-5-7):
    1) Throws the DC in his movement phase. (Resolved in AFPh, costs 1 MF; results 36 column -3 vs occupants, +3 vs. thrower)
    2) Places the DC in his movement phase. (Resolved in AFPh, costs 1MF +Cot to enter, results in 36 column -3 to occupants)

    But what if a Demolition Charge Hero (Japanese) is attacking a unit in a pillbox?
    DC Hero will move into the pillboxes hex, he doesn't have to expend a movement point to place it, and assuming he's still living after all Defensive First Fire it goes off as if it were set.

    But what if a Japanese MMC with a DC attempts to move and attack a position? It's exactly like a DC Hero but he has to spend a movement point to place it, and following all DFF it's resolved at the option of the attacker and the squad is removed from play or the player can wait until the AFPh and not eat the +3 and live normally.

    FUN!

    #5411

    Bryan, mostly correct…but check a few notes here:

    1) You throw a DC in the AFPh not the movement phase. Costs no movement. Mods okie dokie. (+9 = +2 thrown DC + +7 NCA TEM).
    2) Placement cost is just the cost to theoretically enter the hex…no additional +1.

    1) You throw a DC in the AFPh not the movement phase. Costs no movement. Mods are +7 vs. pillbox (+97= +2 thrown DC + +5 CA TEM).
    2) Placement cost is just the cost to theoretically enter the hex…no additional +1.

    1) You throw a DC in the AFPh not the movement phase. Costs no movement. Pillbox guys hit with 36 -3 as Set DC but guys outside hit with a 30 +2 for thrown.
    2) Placement cost is 1 MF since you must already be in the pillbox hex to place the DC IN the Pillbox.

    Not sure I follow the Japanese squad example. They would have the same option as other squads in that they can Throw or Place the DC.

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