Fighting Formations FAQ
FAQ for Fighting Formations: Grossdeutschland Motorized Infantry Division
List of game FAQs
This contains clarifications of common confusions in Fighting Formations, as taken from the official FAQ and from threads in the FF rules forum at BGG. The organization and labeling tries to follow that of the rulebook and playbook.
3.1 Unit types - all square units are infantry regardless of art
Note that the German Motor Recon and VW Recon units are infantry (square counters), not vehicles, despite having illustrations of vehicles. (They are both "Recon" on the Melee tables.) Similarly the German MG42 and Soviet Maxim MG and DShK MG are infantry, not guns, despite having illustrations of guns.
3.31 Unit Elimination - activated units
The official FAQ clarifies:
If an eliminated platoon was activated, the resulting squads enter play activated.
Further, if an eliminated platoon was activated for a Fire order or Rally order, the resulting squads cannot themselves fire/rally (the “unit” is done, so immediately unactivate those squads). If the platoon was activated for a Move or Assault order, the resulting squads can unactivate or continue moving, at their owner’s discretion.
6.4b Sighting Markers - units found to be in impassible hexes
If you have a sighting marker with an impassible hex, it is a bit unclear whether you can move one of your vehicles into it and what the result should be if the sighting marker is revealed while your vehicle is in the impassible fortification. The currently released official FAQ says that after revealing a sighting marker (6.4b), "If a unit now finds itself in an impassable hex, immediately eliminate the unit." See discussion in this thread:
9. Fortifications - no stacking limit
Note that no stacking limited is stated for fortification markers.
10. Asset Cards - depleted deck
The official FAQ clarifies: In the unlikely event that either deck is depleted, shuffle its discard pile to form a new draw pile.
21.12c Sniper Activity - you cannot reduce your command radius if it's 0
If the sniper hits you and your command radius is currently 0, you can not choose to reduce your command radius; you must choose to eliminate the Command marker.
32. Assault - infantry activated for assault can leave a melee hex if all enemy there are eliminated
Infantry may not enter or exit a "melee hex" via Assault, but you may still activate infantry in a melee hex for assault... and if (for any reason) all enemy in that hex are eliminated, then the hex is no longer a melee hex, so the activated infantry could leave the hex.
34.2 Melee - combat doesn't happen automatically from entering an enemy hex
Entering an enemy hex does not automatically cause combat (unlike Combat Commander). You need to later give an explicit separate Fire (or Assault) order and activate units in the melee hex to fire.
Units that are in an enemy occupied hex ("melee hex") attack via a Fire or Assault order. Only infantry may enter or exit an enemy hex (melee) on an advance order. AFV's enter or exit enemy hexes on assault orders while gun's enter or exit on move orders. Once an infantry/gun unit is already in a melee hex, it can engage in melee (fire) via either Fire order or Assault order. When activated for the latter it cannot leave the hex, but it can still expend 1 MP to fire.
34.121 Targeting Pivot - not for melee fire
If you do melee fire (return or otherwise), you do not get a free targeting pivot. You can only do a free targeting pivot if doing so would bring the target hex into their front fire arc and the firer's own hex is not in its front arc.
The official FAQ says to amend the second sentence of 34.121 to make this explicit: "Guns and vehicles with loose fire arcs may be pivoted at this time, at their owner's discretion, if doing so would bring the target hex into their front fire arc."
34.21 Melee Targeting - Return/Opportunity Fire
The official FAQ says to amend the second sentence of 34.21 to read: "When a melee is announced by the active player,..."
Return/Opportunity Melee Fire (i.e. by the inactive player) targets the (active) unit which just acted (rather than the enemy player choosing the target as would normally happen in Melee Fire).
60.51 Deploying during setup
If you deploy a platoon into squads during setup, the resulting platoons may be set up in different hexes (unlike when a platoon is deployed as an action during play). I.e. "deploy, then set up", not "setup, then deploy".
Playbook Example 2 - Command & Activation, Section D
The official FAQ says that the sentence "The Soviet player may decide which of these markers governs the cost in Initiative to activate the unit" is an error: you cannot choose your level of command. Mission always and automatically trumps Tactical; Tactical always and automatically trumps being out of command.
Rulebook & Playbook - Summary of Orders (back page) - opportunity fire
The official FAQ says to amend the first sentence of Opportunity Fire to read: "Any number of unspent units may Op Fire – one at a time – at an activated unit(s) that just expended any number of MPs during a Move or Assault order." instead of "...one or more MPs. (Otherwise you couldn't op fire a vehicle that just spent a half or quarter movement point moving along a road, for example!)
Map 4 - misprint
The official FAQ clarifies: Seems a bit of texture was lost somewhere in production. Hexes Q1 and Q2 are indeed woods.