Machine guns & assault rifles vs. armored vehicles

Rules for Miniature Wargaming

Machine guns and assault rifles vs. armored (fighting) vehicles

Machine guns and automatic rifles may try to stop armored vehicles that are in super close range by shooting at the front of the vehicle.

This tactic was often used by allied troops in World War Two. They aimed their fire at the viewing slots for the tank crews. In this game, the better armored the vehicle, the harder it will be to make the enemy vehicle back up.

When the attempt to stop the AFV is successful, the vehicle may not move in the current turn. The vehicle may be activated next turn and is not hit with any further penalties. The crew will not have to check for morale.

Like other attacks, this one is resolved by rolling 2D6. This tactic will not work on vehicles in close or regular range.

Table MGs and ARs trying to stop AFVs

Front armor target Roll (2D6) Effect Consequence
1 to 3 6 or lower Vehicle stops
  • Vehicle may not move for the current turn
  • Vehicle may still attack in the current turn
  • Vehicle may be activated next turn
4 to 6 4 or lower Vehicle stops
  • Vehicle may not move for the current turn
  • Vehicle may still attack in the current turn
  • Vehicle may be activated next turn
more than 6 3 or 2 Vehicle stops
  • Vehicle may not move for the current turn
  • Vehicle may still attack in the current turn
  • Vehicle may be activated next turn