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Infantry disembarking


Gobbo
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Could someone please explain what the rules are for infantry disembarking from an APC. What I am after is how far the APC can move, how far the infantry can move and what weapons they could attempt to fire. This comes about after a game where as we read it infantry can't move at all after exiting an APC even if the APC doesn't move, leaving them as a very tempting target for IF (four targets all basically in base to base with one another). As the scenario needed at least one stand of infantry to survive we had the somewhat comical turn of events where both sides sent their APCs at the objective read the rules and then sent their APCs backwards so the infantry could exit and spread out a bit.

 

Stuart

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After looking over the infantry rules on page 90, and the updated rules/FAQ in the JOR, it appears you are correct and they can not make any kind of movement after leaving an APC, even if it didn't move.  Seems odd, but lets see what Matt has to say.
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The thing is that normally infantry will disembark from a vehicle and then get as far away from an APC as reasonable... because someone might drop a mortar, tank gun round or artillery on it.....

 

Also, the rulebook states that disembarkation doesn't cost any movement, but in the next sentence it states that it is the only movement it can do.

 

Kinda confusing.

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I thought it was pretty plainly stated. †Infantry may not move after disembarking, but they may conduct a ranged attack or participate in close assault.

.....

Well, that's what you DO when someone disembarks infantry and leaves it there...

 

Froschmeister the above 2 quotes contradict themselves on the one hand you say as do the rules that infantry can't move after disembarking and then say you shouldn't leave them bunched together because they present such a tempting target......

 

Also I am still waiting for someone to say what the APC can do during the rest of that activiation.

 

Stuart

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You can't move 4 inches, unload one, then move 3 more inches and unload another infantry stand.

 

And yes, it is suicide to keep your infantry bunched together.  That's why unloading from an APC in the open field is such a risky proposition.  Or if a Sovereign is on the board, it is pretty much risky anywhere heheh

 

Think of the Vietnam war and "hot LZs".  All your infantry unload at the same spot.  And a well placed mortar shot can get the transport and all the infantry...

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Whether or not an IF unit can track a transport and accurately land a round at the _exact_ moment the infantry disembark is open to discussion, however here are some things you can do to help:

 

1) Integrate their deployment with your attack.  If the APC leads the charge, they'll be "sent up the bomb" in no time.  If there's a lot going on and target priority isn't that simple, it may give them some time.

 

2) Activat the APC last this turn (or after the scarey IF units have activated), then activate them first next turn.  The idea is to get in 2 activations before the IF units can fire.  Granted, this method depends on the luck of the draw, but it's better than nothing.

 

3)  Deploy next to an enemy already activated this turn.  If your 30-50pt infantry units are right next to your opponent's souped-up Dictators, they may be hesitant to drop an AoE 4 weapon on them.

 

4)  If there is only one scarey IF unit (Specter, Soverign, etc), deploy guns blazing on that unit or take it out first with other units.  Even if you don't kill it, every point less of TL they have helps.  

 

Personaly, I think infantry should have the oppertunity to spread out before getting blasted by IF.  Infantry are fragile enough already (very low armor and shallow DT), and any balanced, non one-dimentional anti-CAV only force can kill them without too much trouble.  But hey, that's just my opinion cause I pity the little squishies. ^_^

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I actually disagree here.

 

I think infantry are tough enough, and while I think not being able to dispurse when they disembark is a little unrealistic and limiting to the poor infantry, I also ain't all that fussed aboout it either.

 

So lemme get the APC movement right, in order to disembark infantry it must move no more than half its available movement and it can't move after they disembark?

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"A warrior who knows but one way leaves himself vulnerable to attack from the other direction." I'm not sure where I heard it, but along with Sun Tzu's "know your enemy and know yourself and a thousand battles you will never know defeat" provide enough inspiration to me to use armour and infantry.

 

Even if my normal force is heavy with CAV's with a section of aviation and infantry support, I think it's invaluable to be able to play with those units because only then can you truly know a) what they're capable of (and so what to guard/not let near) and b) how to kill them.

 

Afterall, the best defense against something is another of that same thing. Well, perhaps a Vank or a Ghost isn't a crunchie... but commanded by a player who knows how to play infantry well they may as well be piloted by veteran infantry.

 

I really must get round to reading all of Sun Tzu's work. He had some cool ideas :o)

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