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Sergeants D-Day» Forums » Rules

Subject: Rifle grenade rss

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Tom Manning
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The card itself states "Use soldier's short"...I am assuming that's the range in squares.?..and can only cause damage to one enemy..right or wrong?
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Michael Bowker
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Short would be Short Range.

The procedure to resolve the grenade follows the usual procedure per the rules.

The below is a clarification by Jeff Billings, the game designer about grenade use in SDD:

There were a few threads dealing with this with various interpretations given.

Answer: The 1.1 rules are correct. Follow that procedure and you will be good.

You may pull up to 4 Blast Hit Checks per grenade. If you get less than 4 hits then you do an Identity Check to determine who is hit and how many times. If the crew is hit pull Identity Checks for them, up to the number of crew. If there is a two man crew and three (or more) hits then the third hit is resolved as a "normal" hit which could go against the crew or other soldiers in the square.


So per the original question damage could occur up to 4 times. This is based on the number of people in the square.
 
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Tom Manning
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Thanks Michael
 
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Michael Bowker
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You're welcome. Glad to see people playing SDD.

The rifle grenade (and regular grenades for that matter) really are useful in SDD. Not to confuse the issue but in Sergeants Miniatures Game they can be useful, if you have enough, but less so than SDD. SDD has a greater chance to hit multiple people than SMG.
 
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Tom Manning
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Michael,
The rifle grenade,at this point,seems to be the best defense against the dreaded MG-42..Im playing solo....but always include that weapon as it most always was the teeth of the German OOB during WW2..
Appreciate your comments,
 
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Michael Bowker
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Jeff Billings always suggests grenades in both versions of the game.

One time, when SMG first came out, he wiped out my squad with grenades.

I have an equipment card for SDD, not sure what it came with (it may have been a Kickstarter item) that allows an American with a carbine to get 6 extra grenades and can fire at long range. That is really useful!

 
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Stephen Meyers
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Frederick
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How do you use the dreaded MG-42

to make it so dreaded??




.
 
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Michael Bowker
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Constantinople wrote:



How do you use the dreaded MG-42

to make it so dreaded??




.


Dreaded in what way?

Do you mean more hits?

The key with Hit+ weapons is to have some other Hit+ weapons being used too. That way you have a better chance of getting a Hit+ result.

In SDD you can either continue to fire at the same targeted soldier or fire at another spotted soldier withing 1 square (SMG is withing 3 inches). That means that you can "walk" the fire around the board.

The fire is always at the original distance calculated. So if the original target was at Close Range then all shots are at Close Range until the chain is broken by not getting a Hit+ result.

I saw one time that there were something like 38 hits from one MG42 because of the Hit+ results.

Now some people do house rule the game by saying that if the MG Assistant isn't in base contact with the MG Gunner, the player can't use the Hit+ results. It is only one card drawn, even if there are Hit+ results on that card. As I said, that is a house rule.


There are also Specialist cards and Tactics Panel cards that can impact the MG42 (and the .30 cal MG). One of the Tactics Panels has a card that allows the MG to fire every single phase of a turn (even if it isn't a fire phase). That really ramps up the lead flying around the board. Of course you are spotted quickly but if you can eliminate or pin down the enemy that really doesn't matter.


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