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Post by ogre44 on Feb 7, 2010 11:09:26 GMT -5
I'm sure that this has been asked before, but I can't seem to find the answer.
The General Infantry available to American troops are issued grenades. They are also Green troops, which only have one Action Point. Grenades are a 1:2 Action Point expenditure. Does this mean that GI cannot throw their grenades as they don't have enough AP to both pull the pin and throw the grenade?
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Post by mkcontra on Feb 7, 2010 11:43:07 GMT -5
Per paragraph 3 of page 53
"in the case of models with fewer than 2 AP (such as green troops), they may only fire such weapons every other turn."
I wonder whether this applies to anything a figure lacks the AP for. For example, in a recent game with the British, the scenario "Spirits Awaken" or whatever it's called, in the occult book, made all my Veteran Druid's spells cost 4 AP. Can he cast a spell every other turn or is he just SOL?
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Post by Darkson on Feb 7, 2010 11:47:51 GMT -5
Here is the info you are looking for and the page.
In case of models with fewer than 2 AP (such as Green Troops) they may only fire such weapons (1:2) once every other turn. p53 AE Core Rule Book
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Post by ogre44 on Feb 7, 2010 13:57:45 GMT -5
I knew it had to have been covered somewhere.
But I now have a different question. The rule states that the model may only fire the 1:2 weapon every other turn. Does this mean the the model loses it's AP for the second turn, or may it perform any action other than firing the 1:2 weapon?
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Post by severedirkitis on Feb 7, 2010 20:02:06 GMT -5
I the games where this has come up, we always played it such that the 1st turn, the pin is pulled, and the second turn the grenade is thrown - with no other actions allowed. Now if the model is killed between the 2 turns, the grenade is dropped and explodes.
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Post by mkcontra on Feb 7, 2010 20:05:21 GMT -5
I'd go the other way and say simply that the weapon is unuseable every other turn - you can use your other AP to do whatever on the other turns.
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Post by CmdrKiley on Feb 8, 2010 9:21:18 GMT -5
I've used in the past a Reload marker next to the model that's done so for a 2:1 weapon. My thoughts being the model has fired his weapon, but needs to work the bolt action to chamber another round. He's free to perform another action like move or enter close combat but cannot fire until he's spent an action removing the Reload marker.
Hand Grenades work similarly. I'd place a hand grenade marker on the model indicating he's primed the grenade, then on the following turn he may throw it. Like Severedirkitis said, if he gets killed before he throws it, it goes boom!
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Post by severedirkitis on Feb 8, 2010 12:41:03 GMT -5
No...it goes KA-boom!!!!!!!
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Post by myincubliss on Feb 23, 2010 14:47:25 GMT -5
I've used in the past a Reload marker next to the model that's done so for a 2:1 weapon. My thoughts being the model has fired his weapon, but needs to work the bolt action to chamber another round. He's free to perform another action like move or enter close combat but cannot fire until he's spent an action removing the Reload marker. Hand Grenades work similarly. I'd place a hand grenade marker on the model indicating he's primed the grenade, then on the following turn he may throw it. Like Severedirkitis said, if he gets killed before he throws it, it goes boom! Indeed - I believe the intention is tht you 'spend' the two points across two turns, thus being unable to perform other actions (as the points are already 'spent')
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