By Brad Sanders, Devin Cooley, Bob Brodeur, Jim Bland, Kurt Coyle
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Additional info for Battleground World War 2 (Easy Eight's)
If a miss is scored or the charge fails to hook, the Charge is set and placed beside the target vehicle. 3. If a hit is scored and the charge hooks then roll on the Hit Location Chart. 4. The charge will detonate two actions from the time it was placed, timed to the placer’s actions. 5. Using the charge’s Penetration, subtract the vehicle’s armor and roll to penetrate. If a penetration occurs roll on the Penetration Effects Chart and apply damage. If there is no penetration check the Hit Location Chart for Non-Penetrating Effect.
21 Crew Exposed / Buttoned-Up . . . . . 21 Protection for Riders . . . . . . . . . 21 Crew Served Weapons and Dismounting . 21 Crew Served Weapons and Bailing Out . . 21 Riding Capacity . . . . . . . . . . 21 Fighting Riders . . . . . . . . . . . 21 Vehicle Charts . . . . . . . . . . . . 21 Hit Location Charts . . . . . . . . . 22 easy eightÕs Battleground World War II 1 Armored Combat Vehicle Types “Kilroy marvelled at the requisition forms.
Armored vehicles moving through any type of Pinning Fire will never be effected, although exposed crew may be. To use a machine gun against armour, follow the procedure below. 1. Roll To Hit as normal for the machine gun at the present range, using all To Hit modifiers and full Rate of Fire. Machine guns will never be able to penetrate armor at longer then effective range. 2. If a majority of hits is scored then there is the potential to Penetrate armor. A majority is 3 hits for a 4 ROF weopon, 2 hits for a 3 ROF weapon.