MEVO

MEVO FAQ

Here you can find the answers to frequently asked MEVO questions (or at least to obscure questions that only we would think to ask), as well as clarifications and errata. All or nearly all of these are based on responses from Critical Hit and/or the masked man behind the loads of vehicle data who has been incredibly helpful answering my constant stream of vehicle- and gun-related questions; only in a few spots did we interpolate when necessary.

So, without further ado…

General

  • Do you halve FRAGs for Masonry cover? No – the GF/FRAG number is the final value you should use. Masonry has already been taken into account with the cover/to-hit values.
  • Some scenarios (such as #3 “Song of the Nightingale”) depict the same unit types multiple times, e.g. AK-74 GLs. This is not an error.

Vehicles

  • How do I use the HPT DRM/Vehicular ROF (FRD)/MG Effects table, the one with the Halts? Ignore that chart and apply each vehicle’s Assault and Cross Country DRMs/ROFs individually.
  • How do BOTs and ACQ ROF work? BOTs still give a -30 to hit, but the DRM applies as soon as a hit is achieved to any subsequent shots (effective immediately – for example, if a 15 ROF shot fires and the third shot hits, all of the remaining 12 shots receive the -30); there is no doubling of ROF. The ACQ ROF may be used the turn after firing at a target, regardless of whether a hit was achieved, as long as you continue firing at the same target. The rationale is that the ROF is dependent on time required to aim, not how effective aiming is, whereas the BOT represents the aim being on target.
  • Do BOTs and ACQ ROF “track” a target if it moves within LOS? Yes – you can follow the target with the BOT and keep applying the BOT to-hit bonus and ACQ ROF per CATS (12.5.1127).
  • A CIS-equipped vehicle may fire half its IN ROF in a single impulse, or all its ROF if a BOT has been placed (#G9.1) – what if I get a BOT during my initial shots with half ROF? Can I immediately finish out the rest of my ROF? No, you wait until the impulse after the BOT is placed to get the full IN ROF in a single impulse.
  • Can I get a get BOT while moving? Yes – any vehicle that has a Stabilization modifier for Assault and/or Cross Country movement can acquire a BOT during the respective type of movement.
  • How does a Assault Moving vehicle with a ROF of 2+ apply #G9.1? If it’s moving, it can’t use two impulses to fire half ROF in each. The Assault/Cross Country ROFs are the number of shots for the whole movement impulse (i.e., they already take into account #G9.1). Remember that a vehicle must use 1MP per ROF as per 12.8.21. See also 11.4.51 Stalling.
  • Do ATGMs place BOTs? Yes
  • Do ATGMs share BOTs with other weapons systems on the vehicle? No – nearly all vehicles’ fire control systems are shared by the ATGM and the main armament (or the main armament fires the ATGM), so use of a different munition or weapon requires changing fire control settings, and so the BOT is lost.
  • What Aspects does Hull Down protect? Tracks/Wheels, Lower Hull, Upper Hull – everything else is still exposed.
  • The K-KILL table is supposed to be in multiples of 10, not 1, for the differential, right? No, the multiples of 1 for the differential are correct. Modern systems are much more lethal.
  • Can I M-KILL a vehicle with a Track hit if the weapon can’t penetrate the Track armor? No – if the difference between the weapon’s penetration and the Track armor is -2 or less, no M-KILL is possible.
  • Can a vehicle be Suppressed like in CATS? No, Crew Stun replaces Suppression.
  • What’s the Suppressed stat for on the vehicle cards then? A vehicle under the effects of Crew Stun adds that modifier to its shots.
  • Do I roll for Crew Stun or Bail Out first? Bail Out first; if the crew stays, then roll for Crew Stun.
  • Which vehicles have which smoke systems? All non-truck vehicles currently have Exhaust Smoke Generating Systems (ESGS) and Smoke Discharge Systems (SDS); none currently has a Smoke Mortar Systems (SMS) (the latter type has a large range of variation – future editions may provide more detail as to which vehicles may be equipped with SMS).
  • Do ESGS put down a “1” or “2” Smoke counter? “2” Smoke
  • ERA:
    • How do I use the ERA Defeat Table? Ignore the ERA Defeat Table and use the specific vehicle values instead.
    • Do Top Attacks set off ERA? Yes
    • Do Grenade Launcher rounds set off ERA? Yes
    • What caliber rounds set off ERA? Any .50 cal (12.7 mm) or larger
  • What order do I resolve APS and ERA in? APS first, then ERA if the APS doesn’t stop the round.
  • Does a “Ricochet/Ineffective” Hit Location roll still result in a use of APS? Yes.
  • What’s the superscript on the Assault Movement rating of some vehicles? Amphibious movement rating
  • Do I have unlimited ammo? Per RAW, yes. Ammo wasn’t restricted for the following reasons: 1) It varies from action to action, 2) It is difficult to find data on foreign systems and, 3) For US systems, it isn’t public information. However, if you want to track ammo, use the following rules/numbers. Vehicles have two numbers for ammunition: ready ammo (i.e., available immediately) and stored ammo. Ready ammo may be used immediately, whereas stored ammo must be retrieved and moved to an accessible place on the vehicle before use.Here are some vehicles with standard ready ammo loadouts (unless altered by SSR): M1 – 18, M60-13, M2 – 300 + 2 Tow (900 rounds total), T-90 – 22, T-80 – 28, T-72- 24 (all with 4 ATGM), BMP-1 – 40 +1 missile, BMP-2 – 500 +1 missile, BMP-3 – 40 +8 ATGM and 500, BTR-60/70 – 50, BTR-80 – 300.
  • How does a vehicle reload stored ammo? To retrieve stored ammo, for weapons 50mm and less it takes a full turn of doing nothing to reload. TOWs and ATGMs also require a full turn. Tanks require four turns on average (use this figure unless you have specific vehicle data).  Any turn in which the vehicle is fired upon does not count for ammo retrieval.
  • Facing – In the rules update, rule 24 shows an incorrect CA for the unit depicted and implies some rules changes. When reading that rule, you should read “Vehicles and 3/4″ H Weapons can face hexspines or hexsides. In addition, the Covered Arc for Vehicles is 120° and for 3/4″ H Weapons is 180°.”
  • What does RWS on a weapon indicate? It means Remote Weapons System, and it’s generally associated with vehicles that have a Sub-Turret (ST). When the ST is a hit location, roll for F-KILL (should be marked on the card) as normal, but, ST hits are subject to K-KILLs only from top-attacks.

Infantry

  • Do all units in a hex/location perform a Pin Check when a casualty is taken in that hex/location, or only the units that took casualties? Only units that take casualties perform Pin Checks (see just underneath the Casualty Table).
  • Which morale modifiers do I use, all of those on the charts or only those in the rules? Only those in the rules. 
  • Does Combining take place after the removal of Pinned Down markers and Rally attempts? Yes
  • Melee:
    • Do 1-solider units defend with other larger units (12.15.33)? Yes
    • Does a 5:1 or greater ratio still automatically eliminate the defender in the case Body Armor is in play (12.15.341)? Yes
    • Can I pick up weapons dropped by my eliminated units during an ongoing Melee? Yes, during the End of Turn Segment
    • Can I fire on units locked in Melee during the Fire & Movement Segment? Yes – apply casualties to units with the worst cover modifier first (12.5.94), which should usually only differ in the case of Upright vs. Prone. Roll randomly (d10) in the case of equal cover modifiers, applying casualties to both units in the case of tied random rolls.
  • Grenades:
    • May multiple units use Grenades together in a Fire Group? No
    • Does a Grenade Direct Hit negate the Prone cover bonus? Yes
    • Can you throw Grenades during Opportunity Fire? Yes
  • Pop-out Attacks:
    • Does Opportunity Fire against the unit performing the Pop-out Attack happen before the Pop-out Attack does? Yes
    • Does non-Building in-hex and/or hexside terrain count for cover for units performing Pop-out Attacks? Yes
  • Is the chart or the rules correct re: Direct Hit chances with Smoke Grenades? The rules – a Direct Hit is achieved by rolling <= the number of soldiers on the counter throwing the Smoke Grenade, not twice the number of soldiers.
  • Does Body Armor always apply? No – Body Armor should apply to Indirect Fire and Direct Fire of .50 caliber (12.7 mm) or less (i.e., any bigger caliber ignores Body Armor).
  • Should you halve the GF for Shaped Charge Weapons and other LATs when firing at Personnel? No – the GF/FRAG number is the final value you should use.

Artillery

  • Does an OBA ACQ flip to its FFE side on the third or fourth turn after its initial placement? Fourth turn
  • Does an OBA marker on its FFE side stay on that side and in play turn to turn as long as there is a target unit in its blast radius? Yes
  • How do you fire Rockets? Use the normal CFF→Accuracy roll→FFE process from CATS using the new Accuracy Table.
  • How do you spot for on-map mortars? There’s no official RAW method, but you can play a few ways: UAVs spot for on-board mortars (like they spot for OBA [#13.2.1]), allowing for near unlimited aiming of mortars; Officers may spot; or any leader may spot. What would work in real life depends on UAV jamming status, technology, doctrine, training, etc. (e.g., if UAVs are jammed, they can’t spot; if a nation doesn’t employ micro-UAVs, it may not be able to spot its organic mortars via UAV). Our nationality-based “Who Can Spot?” chart will be posted soon under House Rules. Regardless, an adjacent unit or the mortar itself may spot as normal per CATS. 
  • How does spotted fire work for on-map mortars? Use the normal CFF→Accuracy roll→FFE process from CATS using the new Accuracy Table. IN ROF is 1.
  • What are the Direct Hit chances for on-board mortars? There aren’t any – on-board mortars represent single tubes, which have a very low probability of achieving a direct hit (as opposed to mortar OBA, which represents a battery of 4-6 tubes).
  • There are two different GF numbers for on-board mortars, one on the On-Board Mortar Table and another one on the Indirect Fire Table – which do I use? The On-Board Mortar Table applies to mortars using “direct” fire with the HPT routine; the Indirect Fire Table entry for on-board mortars applies to on-map mortars using the Spotted Fire (CFF-FFE) routine. Neither qualifies for Direct Hit, and both always use full GF.
  • There are artillery munitions that are Top Attack but have no Penetration value – what gives? Those munitions use HE against both Personnel and vehicles.
  • What’s with the Penetration for FASCAM munitions? Don’t those just lay mines? Yes – ignore the FASCAM Penetration (it’s the mines’ Penetration value, which may eventually be used against vehicles’ belly armor).
  • Does Indirect Fire set off ERA or APS? No 
  • What’s with DPICM and Buildings? DPICM should have a 0% chance of a Direct Hit against Personnel in Buildings and a 1% chance of a Direct Hit against vehicles in Buildings.
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