Tank and Overrun

By neu.descolado, in Tide of Iron

I declare a fire & movement action with a Tank (4 movement points).

The Tank move three hex. In the third hex, it use the "overrun" hability and pin a enemy unit (2 movement point).

The sherman can´t stop in the hex because of the enemy squad.

It move to adjacent hex and perform the attack?

neu.descolado said:

I declare a fire & movement action with a Tank (4 movement points).

The Tank move three hex. In the third hex, it use the "overrun" hability and pin a enemy unit (2 movement point).

The sherman can´t stop in the hex because of the enemy squad.

It move to adjacent hex and perform the attack?

That does not work. Your Sherman needs 5 MP (2 hexes moving up, 2 MP overrun, 1 MP leaving the overrun hex) to overrun that hex, so it cannot shoot afterwards. In other words, if you want to do that specific overrun, you cannot declare a Move & Fire action.

OK Klaus, although the rules are not specific about it, I'll use common sense.

Thanks my friend!

We can conclude that:

A Tank can only make a Overrun if he can enter in the enemy terrain, Pin ??all "pinnable" squads and then leave the terrain.

To make an Overrun, a Tank must have enough Movement Points to do the Overrun completely. That is, the Tank needs to spend 1 MP to enter in the terrain, 1 MP to Pin each squad "pinnable" in the terrain and spend more 1 MP to leave the terrain.

That is why, when a Tank enter in a terrain to make an Overrun, the Tank may suffer an attack OpFire before anything else. If the attack to leave the Tank Heavy Damaged it must go back to the vacant lot and Overun had no effect.

(PS: If my english is wrong when I say "to Pin the squad" and "pinnable squads", correct me ok).