THE OFFICIAL WEBSITE OF THE HAMMER’S SLAMMERS
THE CRUCIBLE RULES SYSTEM HANDBOOK
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Page 4
John Treadaway - February 2015
Seems like a 25 point infantry base can tie up an expensive vehicle and not
be able to even use the tri-barrels as they come in... Is that right?
How this all works depends on a number of
things:
•
Which detachment (or troop) gains
initiative
•
Whether they wish to retain or forego that
initiative
•
How close infantry operate with enemy
and friendly AFVs
•
Is the vehicle fitted with an anti-
infantry/buzzbomb system
If the infantry manage to rush an AFV from cover
(perhaps by dint of double or even treble moving
and so can close a larger distance) and they time
their attack just right (typically by doing this after
the AFV has moved in that particular turn) then
they can get one assault in without the vehicle
being able to respond as it will already have fired
and will have its attention elsewhere.
But there's quite a lot of caveats there…
If the infantry fail in any of this (as might often be
the case if they are un-trained infantry - Close
Assault of zero - with poor motivational
leadership which will make it difficult to get them
to double or triple move) of if they are just
unlucky, then - if the vehicle is able (and it's
commander gains the initiative in the next turn)
the an AFV can literally drive way from the
assault (and then - if the commander has any
sense - fire back at the infantry that remain in his
wake).
The commander may even run a TU over if they
are in the way! (page 9, supplement 4
"Optional Rule: Ramming Infantry and
other vehicle TUs").
But it all relies on timing and initiative. A skilled
commander playing a team with infantry that he
wanted to use for close assault would be
thinking about forgoing initiative (if required) - i.e.
opting to take his activation later in the turn -
while waiting to 'spring a trap' for the foolish
AFVs that came too close and so that he can
then rush them and do his worst.
Hopefully it might just work!
So - in the right circumstances - a 25 point
infantry base can tie up an expensive vehicle.
But three or four 40 point infantry units have a
much better chance of achieving that.
However, in the rules AFVs do have to watch
themselves with infantry in a Close Urban
Combat environment - it's an attempt to
reproduce the reality that is evident in combat
today.
Untrained mobs are usually not difficult to defeat
(unless they have molotovs) but, If they are
trained infantry with a good close assault
capability, they can be tricky if you let them get
close enough to swarm your tank. And even if
they are badly trained, if there are enough of
them - and perhaps they have motivational
leaders - it can get tough for armour.
So, because of this, when using Crucble rules
the AFVs tend to steer more than a quick infantry
dash away from cover where those pongos might
be hiding just waiting their moment to rush them!
This means they stay in the open and lay
themselves open to attack from other vehicles
and infantry or vehicles with ATGWs…Or - like
the Slammers, the TAS and some other more
advanced forces - they get anti-
infantry/buzzbomb defence systems…
Hopefully, as a system its what makes everyone
have to think hard in the game and realise that no
one has a killer, unstopable AFV (or infantry unit).
Final Question - Elite skill Snap Fire: Does
this effect the sequence of Close Assault?
Yes. The rule says:
“Firing on the move. The vehicle may fire
ONE direct fire weapon at any point during
its movement AND continue to move as
normal. This weapon does count as having
fired for the turn.”
If an AFV which has the Elite Skill Snapshot and
which has not yet fired all of its weapons is Close
Assaulted it may fire one weapon (if it has one
that will bare) on infantry as they close.
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