Recommend
3 
 Thumb up
 Hide
2 Posts

Squad Leader» Forums » Rules

Subject: Anti-Tank Guns and shots after transport rss

Your Tags: Add tags
Popular Tags: [View All]
J

Kentucky
msg tools
Just curious if anybody knows if I start my turn with an anti tank gun being towed behind a half track with a crew counter. I do not move the halftrack at all.

Can I unload the anti tank gun in the movement phase and have the gun shoot in the advance phase ?


Thanks
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
M@tthijs
Netherlands
Venlo
flag msg tools
This user is outstanding in mediocre videogaming
badge
Did you visit my www.kobudovenlo.nl? It has game info
Avatar
mbmbmbmbmb
Nope.

48.6 wrote:
Neither the gun nor the [towing] vehicle can fire during the player turn in which it is being hooked up, moved or unhooked.
and
48.62 wrote:
A vehicle my unload an AT gun at the beginning of any Movement Phase it has all of its MP for the phase remaining. It must then move out of the hex...

So, not only is having all MPs left for the halftrack a prerequisite for unhooking, the ht then must leave the hex. And, having been unhooked, 48.6 kicks in: in the player turn of unhooking it can't be fired.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.