
Anyone who has used juggernauts or tripods in a Soldier’s Companion game quickly realizes that an enemy lacking similar equipment or heavy artillery will be handily beaten. Even if, by an unlucky roll of the dice, the machine is immobilized, it simply becomes an impregnable pillbox.
To alleviate this situation, make for a more interesting game, and bring Soldier’s Companion more into line with historical reality, we present the following rules for infantry attacks on armored vehicles.
Procedure
An infantry stand must be within 6" of the vehicle to initiate an
attack. The infantry player declares his attack during the charge declaration
phase and immediately makes a morale check (attacking these clanking, hissing
monsters required great nerve). If the unit passes, it may attack the vehicle.
Otherwise the unit hunkers down; it may be used normally but will not attack the
vehicle.
If the infantry stand is between 2" and 6" of the vehicle, the vehicle may make one defensive fire attack against the infantry stand, just as in a regular charge — and the infantry stand must again take a morale check at this point just as in a regular charge. Because of the limited vision available to the crews of early armored vehicles, infantry stands beginning their attack from less than 2" of the vehicle may not be attacked.
To attack the vehicle, roll 1D6 for each two figures in the attacking infantry stand and consult the following table:
1 = An attacking infantryman takes a hit (one of the vehicle crew fires at him through a vision port, the vehicle rolls over him, he slips and hits his head, etc.).
2-5 = No effect
6 = The vehicle takes one critical hit.
Hits on the infantry unit are resolved normally, and require an additional morale check.