Hello everyone:
After a few games of Blitzkrieg Commander IV, I have a rules question: what dice roll is required to hit with AP fire (for example, from an infantry unit) against a full AFV in the open, given that the best possible result would only be suppression?
Thank you, and wait for some other questions, tough I search in the forum first, for sure 😃
My knowledge is more BKCII era - but it was a 6 to hit and a 6 to suppress back then.
Fred is correct.
6 to acquire & 6 to hit.
Tbe AFV saves on its normal save.
Thank you!👌
The idea is that it's difficult but not impossible :D
Quote from: Big Insect on 28 April 2026, 08:47:49 AMFred is correct.
6 to acquire & 6 to hit.
Tbe AFV saves on its normal save.
And if the infantry unit is assaulting a full afv, without at, what is the score needed to hit, also 6?
Quote from: Theophanes on 02 May 2026, 05:03:01 PMAnd if the infantry unit is assaulting a full afv, without at, what is the score needed to hit, also 6?
No - all units in BKCIV have a Close Combat (CC) factor - this is their basic factor in an assault, regardless of whether they have AT or AP factors. The Close Combat (CC) factor is the dedicated stat used specifically for resolving Close Assaults. For certain infantry it can be upgraded - this is usually via an Upgrade with AT grenades. These will add a +X factor to the infantry CC factor. Often these grenades are specifically stated as only being effective against an armoured target (E.G.: an Infantry unit's basic CC = 2 with an additional +3 for anti-tank grenades or satchel charges, giving an upgraded CC factor of 5, but only against an armoured target).
Cheers
Mark
Thank you! It's a big aid! :)