This post describes Reaction Checks and Direct Fire Results.
After applying any Fire Modifiers, and deducting any dice due to the situation, roll the unit’s AT Dice. If you score any successes, your opponent makes a Reaction Check with a 4+ TN. This increases to TN 5+ if the target unit is suppressed.
If you fail to score any successes, you opponent doesn’t need to make a Reaction Check.
Cover Dice and Reaction Checks
Cover obscures the target and provides protection. Only light cover is described in Armour Battles and is represented by woods and hedges.
Light Cover increases a unit’s Reaction Dice. A unit behind or in cover rolls an extra dice when making a Reaction Check.
Light Cover +1D
For example, a unit of Panzer IVs in a wood (light cover) gains a +1D to their Reaction Dice. When fired at they roll 6D, instead of their usual 5D.
Units hit by indirect fire don’t gain any bonus from light cover (indirect fire is explained in a later post).
Direct Fire Combat Results
After both players have rolled, compare the results:
Firer has more successes
- Target takes 1 Disruption Point per success; check for suppression if the attacker rolled one or more 6s
Firer has same or less successes
- Target takes no Disruption Points; check for suppression if the attacker rolled one or more 6s
Suppression Check
As mentioned previously in the Unit Morale post, each time a unit is fired on and the attacker rolls one or more 6s, the target unit becomes suppressed if it failed to roll the same or more 6s than the attacker. If the unit takes any Disruption Points, it is forced back 6″ plus 1D6″ for each unmatched 6.
Dispersal
A unit is dispersed when it has three or more Disruption Points.
Next Post
How to use Opportunity Fire