I did rule #3 because bombing takes place at altitude 2+, wherein grenade dropping is at altitude 1, so less forward motion, and also since some action will be throwing rather than dropping.
I like the drawing for hit (with a special damage card), then draw damage. I was trying to think of a good way without introducing dice
With the werfers, maybe skip the to-hit draw, and just go with a B damage. That would give a greater chance without overpowering things.
Also, for troops moving in the open, assume it hits, and go with b for grenades, and A for werfers? Then we have to figure out real bombs
Karl
PS: just to state the obvious: when dropping grenades (or bombs) the observer can't use his MG.
KwE
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