Pilgrimtones House Rules & AAM Card Emporium

Moderators: pilgrimtone, aarules

User avatar
pilgrimtone
Member
Member
Posts: 308
Joined: Mon Nov 07, 2011 12:13 am

Pilgrimtones House Rules & AAM Card Emporium

Unread post by pilgrimtone » Thu Dec 08, 2011 9:45 am

With the arrival of the AAM Database I have changed this to represent the house rules my group uses and the SAs will be those used for that purpose, for 'official AAM cards please go to this excellent link!
http://www.tintirinti.com/search_AAM.aspx" onclick="window.open(this.href);return false;

Pilgrimtones House Rules
Note; All rules are the same except those listed below!

Aircraft; Can be attacked normaly by antiair units only, other units must attack as noted below;

Machine Gun Teams; attack aircraft up to their maximum range but get -1 per hex penalty on each die, up to a maximum penalty of -2.

Non Artillery Soldiers; may only attack aircaft at a range of 2 or less, use the same procedure as for MGs.
Flamethrowers, Panzerfaust, Panzerschreck, Bazookas, PIATs, Antitank rifles, mortars, Spotters and leaders may NOT attack aircraft.

Artillery; units may only attack Aircraft if they have the Antiair ability.

Vehicles; may only attack Aircraft if they have the Antiair ability.

Vehicles with a defense of 2+ get -1/-1 defense against Air attacks.

Concealment;
Spotters and Artillery units can become 'Concealed', if a spotter or Artillery unit, in cover, doesn't move or fire and doesn't recieve a disruption counter in a turn it may become 'Concealed'.

Concealed units may only be targeted for attack at medium or short range and the attacker gets a -1 penalty to each die, Blast and Grazing fire are unaffected by concealment.

Aircraft may NOT make attacks against units with superior camouflage, camouflage if they have cover or units that are 'Concealed'.

When a Concealed unit moves or fires it immediately loses its Concealed status, it can become concealed again if it follows the procedure above.

Snipers and Units with 'Experienced Recon' may attack a Camouflaged or 'Concealed' unit at long range but still suffer the -1 penalty.

Paratroops/Airborne;
May land at the end of any of your movement phases.
When Para's/Airborne land roll a die and consult the tables below for EACH unit.
Paratroops;
1-3 unit lands normally
4-5 unit drifts 1 hex
6 unit drifts 2 hexes

Airborne;
1-4 unit lands normally
5-6 unit Drifts 1 hex

Drift; roll a die, north or northeast hex side is 1 then count around clockwise to find direction of drift.

Any Soldier may become 'Airborne' by adding 5pts to its cost.

Tank Crews;
When an AFV is destroyed there is a chance the crew will 'bail out'.
Roll one die, on a 4+ place a 'crew unit' in the destroyed vehicles hex.
Vehicles destroyed by close assault always result in the crew being destroyed too.

Spotters and Indirect Fire
Spotters may call in indirect fire against enemy soldiers within 8 hexes of their position if they have LOS and provided they neither move or fire that phase.
Image

User avatar
pilgrimtone
Member
Member
Posts: 308
Joined: Mon Nov 07, 2011 12:13 am

Re: Pilgrimtones House Rules & AAM Card Emporium

Unread post by pilgrimtone » Tue Sep 25, 2012 5:55 pm

Support & Fortifications
► Show Spoiler
Image

User avatar
pilgrimtone
Member
Member
Posts: 308
Joined: Mon Nov 07, 2011 12:13 am

Re: Pilgrimtones House Rules & AAM Card Emporium

Unread post by pilgrimtone » Tue Sep 25, 2012 6:21 pm

Japan
► Show Spoiler
Image

User avatar
pilgrimtone
Member
Member
Posts: 308
Joined: Mon Nov 07, 2011 12:13 am

Re: Pilgrimtones House Rules & AAM Card Emporium

Unread post by pilgrimtone » Wed Sep 26, 2012 10:49 pm

Germany
► Show Spoiler
Image

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest