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Post by Darkson on Mar 22, 2010 15:16:00 GMT -5
This is to clear up the rule concerning Green troops using weapons with a ROF of 1:2.
Greens can use these weapons every other turn. The first turn the weapon is used (Fired) the second turn a Green may do any other action as long as it is not using the 1:2 ROF weapon (it is considered to be reloading while on the move but does not need AP to reload).
Greens may take an action following the use of a 1:2 ROF weapon other than using the 1:2 ROF weapon.
The Green can move.
The Green can Sprint.
The Green can attack in Close Combat.
Please post any questions regarding this here.
Cheers, Robert
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Post by Cilionelle on Mar 24, 2010 0:46:09 GMT -5
Can a two-man Green squad combine their APs to fire the weapon every turn?
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Post by Darkson on Mar 24, 2010 1:01:48 GMT -5
No.
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Post by Scorpio on Mar 24, 2010 9:37:00 GMT -5
That does, in fact, make Green units more worth taking.
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Post by mkcontra on Mar 24, 2010 10:19:58 GMT -5
Shoot...Grenade!...Shoot...Grenade!
It certainly closes the gap between regular and green, but with distinct disadvantages to the greens (but not overwhelming ones).
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Post by xGIxJOKERx on Mar 24, 2010 14:15:59 GMT -5
You could always toss grenades with one guy and fire rifles with the others. Then the next turn they can switch, that way you get a constant stream of hot pineappley death.
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Post by hammerzeit on Jan 17, 2011 6:16:34 GMT -5
About other units with 1:2 firing rates: their only restriction is that they cannot fire the gun two AP's consecutively? An Elite with a 1:2 weapon could only fire twice in an activation (fire, something else, fire, something else), am I right?
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Post by darkknight on Jan 20, 2011 19:15:43 GMT -5
Just to clarify,
Unless the 1:2 rate of fire has been errataed, the RAW states that a model must spend that many action points firing the weapon. So for instance in your case an elite with a 1:2 rate of fire weapon must spend 2AP just to fire their one shot. Those 2 AP are considered spent, and cannot be used for anything else. If the weapon does not have reload (which requires an additional 2 AP). This means that a turn would look like this (Fire, Fire) or in the case of a weapon with reload (Fire, Reload) respectively.
Greens ignore this rule... sort of. See the first post for details.
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Post by Cilionelle on Jan 20, 2011 22:54:53 GMT -5
Greens can use these weapons every other turn. The first turn the weapon is used (Fired) the second turn a Green may do any other action as long as it is not using the 1:2 ROF weapon (it is considered to be reloading while on the move but does not need AP to reload). Greens may take an action following the use of a 1:2 ROF weapon other than using the 1:2 ROF weapon. The Green can move. The Green can Sprint. The Green can attack in Close Combat. Does that mean that another 1:2 ROF weapon is useable? The thread here has discussed using the 1:2 weapon, then grenades, then the weapon, etc. Your grammar in the quote there uses the definite article, which seems to suggest that only the weapon that was fired cannot be used again next activation - is that what you were going for? Seems to me that that is a little odd. A grenade is a 1:2 weapon. At what point when throwing a grenade can you reload a rifle? And at what point in shooting and reloading can you pull the pin on another grenade and throw that? Or am I reading this wrong?
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Post by timmullen on Oct 18, 2011 13:41:08 GMT -5
This came up with our group.
A 1:2 weapon requires 2 actions to use. In the main rules the US GI's are the only greens with grenades (US troops were always well stocked in supplies). Since you can't split actions between rounds that means Greens with grenades can't use them.
As to why give them grenades, greens can be upgraded to regulars at which point they can use them. (Its how we choose to play it.)
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Post by Darkson on Oct 27, 2011 9:22:59 GMT -5
Green GIs can use grenades every other turn.
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Post by CmdrKiley on Oct 27, 2011 12:28:21 GMT -5
We used the rule that when a Green TL model used a grenade, he'd spend his first turn pulling the pin, and we'd place a grenade marker on him. The next activation, he'd get to throw it. Should he get killed or be forced to use his action for something other than throwing the grenade, it was assumed the inexperienced soldier dropped it and it would explode where he stood. Makes for some unexpected fun.
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Post by Darkson on Nov 9, 2011 15:38:56 GMT -5
Still get a casualty at training every now and than from misshandeling grenades. It's a real life issue and I think Toms way of greens using grenades is great.
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Post by leonmallett on Nov 20, 2011 3:22:58 GMT -5
Still not started on my AE-WWII yet (I have the books, I have my minis - I just need more hobby time! ;D ), but following on for the 'every other turn' clarification:
Does that follow on odd or even turns? In other words - would the first turn that such a 1:2 weapon could used be Turn 2?
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Post by TrueRonin on Nov 22, 2011 11:49:55 GMT -5
No. The first time you actually use a grenade is when the counting starts.
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