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19. Armor Overruns

19.1 General

Overruns are a special type of attack an AFV may conduct against infantry units, unarmored vehicles and Guns. AFVs may not be the target of an overrun attack. Only AFVs may conduct an overrun; unarmored vehicles may not make overrun attacks. Overruns are performed during the Movement Phase. Overrun attacks may not be made through a building hex, a hex containing a Bunker (see 20. Fortifications and Entrenchments), a hex containing an enemy AFV, or through or into a hex the AFV is prohibited from entering normally. An AFV transporting (towing) a Gun may not make an overrun attack.

19.2 Opportunity Fire Versus an Overrunning AFV

Any eligible unit, including units in the target hex, may conduct an Opportunity Fire attack against an overrunning AFV as it enters any hex except the target hex. As the AFV exits the target hex it may once again be targeted by Opportunity Fire. A surviving unit in the target hex, capable of making an AT attack, may conduct a Final Opportunity Fire attack versus the AFV's rear armor as it exits the target hex, even if the unit is already marked with a Fire marker. A leader may modify a Final Opportunity Fire attack, even if marked with a Fire marker.

19.3 Procedure

The player executing the overrun attack moves the AFV through the target hex, and exits into the hex directly opposite the one it entered. The AFV must expend two Movement Points for the overrun attack, in addition to the cost of entering each hex during the entire overrun move, including moving into the exit hex.

19.4 Resolution

Overrun attacks are resolved on the AP Combat Table, using double the AFVs full, combined APFP ratings. An AFV carrying infantry may add the infantry unit(s) APFP rating(s) to its total, including any Light (L) machine guns, grenades, and satchel charges the player wishes to use. Passenger APFP ratings are not doubled; only the AFVs APFP ratings are doubled. Cover modifiers apply to the attack dice roll. The AFV is marked with a Move marker after the overrun is concluded. The unit may not move further than the exit hex, nor may it change its facing, even if the unit has Movement Points remaining at the conclusion of the overrun.

Armor Overrun Example

The M4A3E8 is conducting an overrun against the German units in hex D2, a woods hex. The M4A3E8 has 10 Movement Points- enough to move it through the target hex and into the exit hex, D1. The total Movement Point cost will be seven; one for moving into D4, no cost for turning one hexside to face the target hex, one for D3, two for D2 (moving into woods), two for the overrun attack, and one for exiting into hex D1 (1+1+2+2+1=7). As the M4A3E8 enters hex D3 the German player decides to use a Panzerfaust to Opportunity Fire on the attacking tank. He needs an 8 or less to hit, and rolls a 7, -1 for Schmidt's leadership modifier, resulting in a final roll of 6-a hit versus the M4A3E8! Cross-indexing the Panzerfaust's AT rating of "D" with the M4A3E8's front armor of "E" on the Armor Elimination Table yields an Elimination Number of 5 or less. The German player rolls an 11, resulting in no effect. The attacking player moves the M4A3E8 into the occupied hex. The total APFP for the M4A3E8 is 19, doubled to 38 for the overrun. Resolving the overrun, the attacking player rolls a 2, modified by +2 for the woods and +1 for the foxholes, for a total of 5. A result of 5 on the 29-40 row of the AP Combat Table yields 6 Casualty Points. The German player decides to eliminate one squad to cover five Casualty Points, and pins the other squad to cover the final Casualty Point. The M4A3E8 finishes its overrun and stops in hex D1.