Panzer IV Ausf. H Commander
Germany, Tank Commander Vehicle, 1943
ATT inf 7/7/6
ATT veh 15/13/11
Cost 45.00
Def 5/3
Speed 3
Extended Range 10
This unit’s long range against Vehicles is 5–10 hexes.
Sideskirts
This unit gets +1/+1 defense against units that have the close assault ability.
Overrun
Once per phase, when this unit moves into a hex, you may disrupt one Soldier in that hex.
COMMANDER ABILITIES:3
Initiative +3
Command Ruthless
Friendly Vehicles within two hexes of this unit get “Ruthless — This unit gets +1 on each attack die against disrupted and damaged units.”
Set North Africa, 38/60 r
Special Abilities Errata & FAQ
Sideskirts
This unit gets +1/+1 defense against units that have the close assault ability.
Q: Does the attacking unit with the Close Assault SA have to be using that special ability for a Vehicle with the Side-skirts SA to get its' defensive bonus?
A: No. The Side-skirts SA bonus applies against attackers that have the Close Assault SA whether or not they're attacking with Close Assault.
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.