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Atomic Africa (Pt 12): Attached Units

Atomic Africa focuses on platoons of infantry slugging it out, but sometimes attached units augment the troopers.  Two general types of attached units exist: on-board and off-board.

On-board Attached Units

On-board attached units include special troops as well as vehicles.  Just like the platoon they support, these units are represented 1:1 by miniatures on the game board, and use the normal rules for orders, movement, fire resolution, morale, etc., utilizing their own Attribute Dice.  The base platoon's Unit Data Sheet lists the Attribute Dice of any attached units in addition to its own.  The sheet also lists the attached unit's Armor score, as well as any heavy weapons or special equipment carried by the augmenting forces.  On-board attached units do not have Experience Levels however.  Although these units still require orders cards to act, they do not add any extra cards to the draw during the Orders Phase, representing the extra command and control burden on the platoon leader.  If a game result requires reference to an attached unit's Experience Level (i.e. breaking ties), simply use the platoon's Experience Level.

Vehicles operate essentially identical to infantry, with the following exceptions.  Table 5 highlights which special actions vehicles may announce and which are prohibited to them.  Movement for vehicles uses 9cm increments versus 4.5cm increments for infantry.  Vehicles under fire do not suffer a suppression marker if the enemy Attack score exceeds the range threshold alone, only if the attack surpasses the damage threshold (range + vehicle defense).  Correspondingly, vehicles may receive a maximum of one new suppression marker per turn.  Each wound counter assigned to a vehicle shifts the vehicle's Equipment Die, not its Morale Die, one type lower.  Vehicles therefore have a better chance of eliminating suppression markers than infantry, but still suffer degradation to combat effectiveness due to damage.  Vehicles suffering from confusion which reveal a face card in the Orders Phase will Sprint.  Vehicles obviously ignore the three figure minimum size rule; I simply place two crudely cast putty copies of the vehicle for the In-transit and Destination figures.  My vehicles are scratchbuilt so I have no restrictions on making these castings.  If you're using commercial miniatures, you could use proxies like matchbox cars or crude Sculpey imitations.   

Off-board Attached Units

Off-board attached units primarily consist of fire support assets, from light mortar squads to artillery to air power.  Fire support requires extra coordination for the platoon leader; on any turn that a player wishes fire support to be available, that player draws one less orders card.  A force with attached fire support may utilize it on any turn it is available simply by announcing the Call for Fire special action.  Execute the Call for Fire as described in the special action post, placing a circular blast template as indicated by the scatter dice.  The blast template is divided into circles, one inside the other, with the inner circle having a diameter of 4cm, the next 8cm, and the outer diameter 12cm.  If any of the target figures lie underneath the blast template, the target unit receives a suppression marker.  Table 6 summarizes the Attack values associated with the inner, middle, and outer bands of the blast template, depending on weapon type.  Average the Attack values faced by the target's Start, In-transit and Destination figures to determine the overall Attack score faced by the target unit.  If this Attack score exceeds the Defense score of the target, assign a second suppression marker to the unit and compute wounds normally.  For Example: a mortar round fired at a squad scatters as depicted in Figure 4.  The  Start figure escapes the blast, but the In-transit figures find themselves in the inner band of the blast template, while the Destination figure gets caught in the outer band.  The target player assigns a suppression marker to his unit.  Using the light fire support level from Table 6, the unit faces a (0+9+3)= 12/3 = 4 point Attack score.  Luckily the squad anticipated the attack and, assuming a defensive posture, rolled a 7 for its Defense score, preventing any further suppression or wounds.
Figure 4: Fire Support example


Experience is next...!       

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