

Moderador: Moderadores Wargames
5.3 HELICOPTERS
TRANSPORTING UNITS
Helicopters with a circle around their flying
mode icon (for example, UH-60s) can
transport infantry and SWs. Each helicopter
transport unit can carr y one infantry unit and
SW (even if the transport is reduced). Place
loaded infantry and SW units under the
transport that is carr ying them.
5.3.1 LOADING
If the transport helicopter and unloaded infantry begin their movement in the
same hex and the helicopter begins the activation on its "Landed" side, they
can load and move up to 12 hexes (following standard helicopter
movement) in the Formation’s impulse. Standard restrictions on "Landed"
status apply (see 9.1.1)
If the transport helicopter (in flying mode) and infantry begi n in separate
hexes, the helicopter can move up to 12 hexes, flip to the "Landed" side
(standard restrictions on "Landed" status apply (see 9.1.1)) and the infantry
may use 1 of the infantry unit’s MF to reach the same hex, and then load.
They cannot move any farther this turn.
Transport helicopters may fire immediately before loading.
Disrupted infantry cannot load into transpor ts.
5.3.2 UNLOADING
If the transport helicopter and loaded infantry begin t heir movement in the
same hex, they can move up to 12 hexes, flip the transport helicopter to the
"landed" side (standard restrictions on "Landed" status apply (see 9.1.1))
and then unload by placing the infantry on top of the transport helicopter in
the same hex. The infantry unit can then move one additional hex. By the
same token, if the transport helicopter and loaded infantry begin th eir
movement in the same hex, the infantry can unload as its first action; the
infantry can then move an additional hex and the transport helicopter can
move up to 12 hexes.
Transport helicopters may fire immediately before unloading.
Disrupted infantry can unload, but not load, as stated above. They cannot,
however, violate disrupted-unit movement rules (6.1.6).
5.3.3 INFANTRY FIRE FROM TRANSPORT HELICOPTERS
Infantry cannot fire from transpor t helicopters. Transports can fire normally
with infantry embarked.
Note: Even though you could have squad members fire from the helicopter's
open doors, fire from onboard infantry is typically ineffective at this scale.
5.3.4 TRANSPORT HELICOPTERS AS TARGETS
If a transport helicopter is disr upted, the infantry it is carrying is disr upted. If
a transport helicopter rallies, the infantry it is car rying rallies. If a transport
helicopter is hit when already disrupted, roll 1d6: if the result is even, the
helicopter is eliminated. Place a Wreck marker in the eliminated helicopter’s
hex (yes, one of those vehicle Wrecks). If the hex is currently occupied, roll
1d6: on a roll of one (1), one randomly selected unit in the hex receives a hit
(6.1.6). The transported infantry is also eliminated.
If the result is odd the helicopter is removed from the board (the helicopters
which make up the unit have crash landed). Place a Wreck marker in the
eliminated helicopter’s hex. If the helicopter is over any terrain except clear,
clear with road, cultivated, or non-crestline/non-forest hill terrain, the
infantry is also eliminated. If the infantry is not eliminated, place the formerly
transported infantry, disrupted and reduced, in the hex. If the presence of the
newly unloaded infantry would cause the hex to be overstacked, place the
infantry in one adjacent hex of the opponent's choice. If the unloaded infantry
would be placed in a undisrupted enemy ground unit's hex, the infantry is
eliminated. If the enemy unit is disrupted, conduct assault combat
immediately, remembering that both units are disrupted.
5.3.5 TRANSPORT HELICOPTERS AND ASSAULT COMBAT
Transport helicopters cannot initiate Assault Combat. If a transport
helicopter is in a hex which is assaulted, it does not contribute dice to the
attack. If a transport helicopter is in a hex where all other friendly units are
forced to retreat after assault combat is resolved, or if there are no other nontransport
helicopter friendly units to begin with, all transpor t helicopters in
the hex are automatically eliminated.
Version 1.1
9.0.1 TRANSPORT HELICOPTERS
Unlike other helicopters, transport helicopters do not automatically
undisrupt. They must rally as standard units.
9.1.1 TRANSPORT HELICOPTERS ON THE MOVE
Transport helicopters have two modes: flying and landed. Their default
mode is flying (they enter the board in flying mode). When landed, flip them
to the landed side of their marker. Transport helicopters in landed mode
cannot move until they are flipped to their flying mode side. Helicopters use
the factors appropriate for the mode/side of counter that they are currently
in. Transport helicopters can change mode ONCE per activation, but unlike
other helicopters, they may change modes any time during their movement,
as long as they do so only once per turn.
Transport helicopters may only change to their landed mode in clear, clear
with road, cultivated, non-crestline/non-forest hill terrain which does not
contain an enemy unit of any kind.
(NOTE: the intent is that helicopters cannot land in built-up, forested, water
or rough terrain - if future modules add a terrain type which makes sense for
helicopters to land in, this is also permissable).
Si, hijo sí.Iosef escribió:Bruma?? Eso es de caos??
Ahora entran los Leopard y podrás resarcirte un poquitoIosef escribió:bufffff, no quiero contarte lo que me están dando en la mía...![]()