Tiger I

Germany, Tank Vehicle, 1942

ATT inf 7/7/6
ATT veh 17/15/12
Cost 56.00
Def 7/6
Speed 3

Overrun
Once per phase, when this unit moves into a hex, you may disrupt one Soldier in that hex.

Extended Range 10
This unit’s long range against Vehicles is 5–10 hexes.

Heavy Armor
Ignore the first Damaged counter this unit receives each game.

Set Eastern Front, 49/60 r

 

Special Abilities Errata & FAQ

Overrun

Once per phase, when this unit moves into a hex, you may disrupt one Soldier in that hex.

Q: Can a Tiger I move three spaces and disrupt three different infantry in three different hexes? Can it do a "drive-by" disruption without stopping?
A: The Tiger I doesn't need to stop in a hex after disrupting a Soldier there, but the text specifies "once per phase." Only one Soldier can be disrupted, no matter how many hexes the Tiger tank enters.

Q: If a Tiger I uses the Overrun ability on a Soldier, does the disruption happen immediately or does a face-down Disrupted counter get placed instead?
A: The disruption happens immediately. Put a face-up Disrupted counter on the Soldier.

Q: A Tiger's Overrun ability disrupts one infantry in a square it is entering. Does this take place before or after the infantry gets its defensive fire? Does the defensive fire occur first, then the Overrun ability?
A: Here's the sequence.

A Tiger tank announces that it intends to move from a neighboring hex into a hex containing a Bazooka unit.
The Bazooka can use defensive fire immediately, before the Tiger leaves the neighboring hex. If it scores 7 successes (6 if the Tiger is damaged), then the Tiger is disrupted immediately and it stops in the neighboring hex. No overrun occurs.
If the Bazooka fails to score enough successes, then the Tiger enters the Bazooka's hex and the Bazooka is overrun and disrupted immediately.
If the Bazooka declined to use defensive fire against the Tiger in the neighboring hex, then the Tiger enters the Bazooka's hex, and the Bazooka is overrun and disrupted immediately so that it gets no defensive fire.
So as long as the defending unit uses its defensive fire before a Tiger enters its hex, the defensive fire would happen before the overrun occurs.

Heavy Armor

Ignore the first Damaged counter this unit receives each game.

Q: A PAK 40 gets 10 successes on a tank with the Heavy armor SA and defense of 5. Is this tank damaged, destroyed or just disrupted?
A: The first five successes equals one hit which means a face-down disruption marker is placed on it. The sixth success equals a second hit and would normally damage the vehicle, but the Heavy Armor SA causes that hit to be discarded. The tenth success would normally be a third hit, but now becomes the second hit. A face down damaged marker is placed on the vehicle.

Q: Is it at all possible to destroy a unit with the Heavy Armor SA in one attack?
A: No, because the maximum number of hits you could achieve with one attack is 3. The Heavy Armor SA would remove the second hit leaving that unit damaged, not destroyed.

 

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