10. Animal-Pack

[Note: When used herein, the term "Gun" includes a dm 76-82mm MTR.]

10.1 Animal-Pack rules allow certain types of Guns (listed in 10.2 and 10.61) and SW (10.7) to be carried (not towed) by Horse counters that have been specially designated as having that capability. A Gun capable of being thusly carried is termed a Pack Gun. A Horse counter designated by a scenario (or by DYO purchase; 10.6) as being capable of carrying a Pack Gun is termed a Mule. A Pack Gun being carried by a Mule (i.e., one on such a Horse counter) is referred to as an Animal-Packed Gun or as being Animal-Packed; conversely, a Mule carrying a Pack Gun is said to be Animal-Packing it. The overall process of removing a Pack Gun from its Mule and setting it up on the ground is termed Unpacking; and the reverse of this process is called Packing. A Pack Gun may be Animal-Packed/(Un)Packed any number of times during play, depending on its M# and the status of its crew. A Mule is treated as a Horse counter for all purposes except as stated otherwise. A Mule may never carry a Rider (not even that Gun's crew), be voluntarily "deployed" into two "HS" Mules, nor create any type of horse/SMC-Mule.

10.11 PACK-TI: Except as stated otherwise, being marked with an Animal-Pack counter (provided in WEST OF ALAMEIN) is equivalent to being TI (A4.8) and is referred to as being Pack-TI. Animal-Pack counters are not removed at the end of the CCPh. The only Personnel unit that may become Pack-TI is a non-PRC, Good Order crew counter of the same nationality as the Pack Gun it possesses. Such a crew may become Pack-TI only during RPh Step 1.13B at the start of a Game Turn. A Pack-TI crew may conduct any type of activity that is normally prohibited by TI status, but if it does - or if it becomes pinned or not in Good Order - it immediately loses its Pack-TI status unless stated otherwise (e.g., see 10.31-.33). A crew is subject to Hazardous Movement penalties while Pack-TI, regardless of phase. Each attack conducted by a Pack-TI crew is modified as Area Fire [EXC: TI DRM apply in CC]. A Pack-TI Pack-Gun/Mule may not be fired, Pushed, moved or advanced. Once Pack-TI, neither a Pack Gun nor a Mule can lose that status until it has completed an (Un)Packing Period (10.3).

10.2 ANIMAL-PACKING: Any 76-82mm MTR, as well as any other Gun allowed by an Ordnance Note (see also 10.61), may be Animal-Packed; however, the Gun must be dm/limbered if possible. Only a "squad" (A13.32) Mule counter may Animal-Pack a Gun, and may Animal-Pack only one such Gun at a time. The Gun being Animal-Packed is placed on top of the Mule; while on the Mule it may never be fired, Pushed, hooked up, unlimbered or assembled, and is considered to be possessed by the crew "accompanying" (A13.7) that Mule [EXC: in a panji Location the crew is "accompanying" the Mule only if both of those units are above or beneath that Panji counter]. A Gun being Animal-Packed is not considered a portaged SW for MF purposes, nor is it eliminated if its un-"accompanied" Mule is in terrain that calls for the elimination of unpossessed equipment [EXC: if unloaded therein; 10.31]. A non-Mule horse may not Animal-Pack a Gun of any type, nor may a Mule Animal-Pack a non-PackGun.

10.21 STACKING: A crew possessing an Animal-Packed Gun is considered a squad for stacking purposes (A5.5).

10.3 (UN)PACKING: To (Un)Pack a Gun onto/from its Mule, they and the crew must all occupy the same terrain in the same Location (e.g., all of them must be beneath any Panji counter in their Location [9.52]; an entrenched crew cannot [Un]Pack a Gun because the Mule cannot occupy the entrenchment). An Animal-Pack counter is placed above the Gun, Mule and crew during Step 1.13B of the initial RPh of a Game Turn. All must then remain Pack-TI for a number of complete Game Turns called the (Un)Packing Period, which is equal to "12 minus that Gun's M#, plus one if not a MTR" [EXC: the minimum (Un)Packing Period may never be ≤ one complete Game Turn]. For Animal-Pack purposes, a complete Game Turn runs from (and includes) the start of the first RPh in that Game Turn through the end of the second CCPh in that Game Turn. If the crew for any reason loses its Pack-TI status prior to the end of the (Un)Packing Period, the Game Turn in which this occurs no longer counts toward the total number needed to complete that Period. When the Gun, Mule and crew have remained Pack-TI for the required number of Game Turns, the (Un)Packing Period has been completed; the Animal-Pack counter is removed as part of Step 1.13B in the next RPh, and normal capabilities return to all involved. In a night scenario the (Un)Packing Period is always twice its normal length.

EX: A British Infantry crew and a 94mm INF Gun on a "squad" Mule occupy the same Open Ground Location at the start of the second Player Turn of Turn 1 in a day scenario. Their owner wishes to begin Unpacking the Gun, but he cannot at this time because it is not the initial RPh of the Game Turn. So at the start of Turn 2 in RPh Step 1.13B he places an Animal-Pack counter above the Gun, Mule and crew. Since the Gun's M# is 10, its Unpacking Period will comprise three entire Game Turns (12 - 10 [M#] + 1 [non-MTR] = 3); thus it will last (at least) through the end of Turn 4.

All successfully remain Pack-TI throughout Turn 2, but during the first Player Turn of Turn 3 the crew uses its Inherent FP to attack an enemy unit, using Defensive First Fire and then Subsequent First Fire. Its first attack is treated as Area Fire and removes its Pack-TI status for the remainder of Turn 3 (10.11), while its second attack is not Area Fire because it is no longer Pack-TI. Since the crew is no longer Pack-TI, Game Turn 3 cannot count as part of the Unpacking Period. Hence, if the crew becomes Pack-TI again as soon as it can (which would be in RPh Step 1.13B at the start of Turn 4), it will have to remain Pack-TI through the end of Turn 5.

10.31 If the crew is Pack-TI at the start of the Player-Turn RPh that follows the completion of half of the (Un)Packing Period, it (un)loads the Gun from/onto the Mule at that time as part of RPh Step 1.13B. This action causes no loss of Pack-TI status, and the Gun's owner may freely set its CA as it is unloaded. However, a Pack Gun that is unloaded into a fordable Water Obstacle, non-dry stream, Irrigated paddy, marsh, swamp or onto a Bank counter is eliminated.

EX: Continuing the above example, if the crew had not fired beforehand and thus not lost its Pack-TI status, it would have unloaded the Gun to beneath the Mule during RPh Step 1.13B of the second RPh of Turn 3, since half of the Unpacking Period would have been completed at the end of the first Player Turn in Turn 3 (3 [Unpacking Period Game Turns] * ½ = 1½ Game Turns). But since it did fire, it cannot unload the Gun from the Mule until the second RPh of Turn 4. Once the crew does unload it, the Gun will still not be able to fire or be moved, etc. because it will still be Pack-TI until its Unpacking Period is finished (10.11).

10.32 dm/LlMBERED: If otherwise allowed, a Pack-TI Gun may be repaired/(un)dismantled/(un)limbered in the normal manner, but only by a Pack-TI crew and only if the Gun is not currently loaded on a Mule. Such actions cause no loss of Pack-TI status, nor does the subsequent loss of that TI status negate any of those actions.

10.33 If a player Unpacking a Gun decides to Pack it back onto the Mule (or vice-versa) while all involved are Pack-TI, he states this intention in RPh Step 1.13B in the initial RPh of a Game Turn. The new (Un)Packing Period then begins, and lasts a number of complete Game Turns (as defined in 10.3) equal to the net number already spent (Un)Packing the Gun, but otherwise the same procedures are followed and cause no loss of Pack-TI status. [EXC: If the Gun was unloaded from its Mule involuntarily (i.e., via a 10.4 dr), the new Packing Period would be determined as per 10.3.]

10.4 VULNERABILITY: Whenever a Mule is eliminated/Casualty-Reduced while Animal-Packing a Gun and/or Pack-TI, the attacker makes a subsequent dr (Δ) on the following table to find the effect on the Gun:

ANIMAL-PACK GUN VULNERABILITY TABLE
Final drResult   (only Low Ammo can apply if Gun is not loaded on Mule)
≤ 2Gun is eliminated (or, if already unloaded, is marked with LowAmmo counter
3Unload Gun in its Malfunctioned state and mark with Low Ammo counter.*
4Unload Gun and mark with Low Ammo counter.*
5Unload Gun in its Malfunctioned state.*
6Unload Gun.*

* Determine Gun's CA randomly. Gun and Mule (but not the crew) also become (or remain, along with the crew) Pack-TI [EXC: if Gun is unloaded into prohibited terrain (see 10.31), it is eliminated and Pack-TI status is NA].

drm
-1  If the attack eliminated the Mule.

10.41 All applicable results of the dr occur immediately, with no other penalty. If Low Ammo occurs, mark the Gun with a Low Ammo counter (which changes its current B# to an X# and creates a new B# one ≤ that new X#). If a Pack-TI Mule is eliminated/Casualty-Reduced after its Pack-TI Gun has been unloaded, the dr is still made; however, all dr results other than the occurrence of Low Ammo are ignored. The effects of each Low Ammo occurrence (including SSR-designated Ammunition Shortage) vs the same Animal-Packed/Pack-TI Gun are cumulative (place extra Low Ammo counters on it as called for). A Gun that survives a dr on this table must still go through a complete 10.3 (Un)Packing Period (no Mule is required if it was eliminated) before it can lose its Pack-TI status.

EX: Continuing the above example, assume it is now Turn 5, the Gun was unloaded as per 10.31 in Open Ground during the second RPh of Turn 4, and it, the Mule and crew have remained Pack-TI. During this turn a fire attack causes Casualty Reduction to the Mule but does not eliminate the Gun. The subsequent dr (10.4) is an Original (and Final) 3, but since the Gun is unloaded it is immune to elimination/malfunction results, and the dr causes it only to be marked with a Low Ammo counter (which changes its original B11 to B10 and X11). The Gun and Pack-TI through the end of Turn 5, at the start of the first RPh in Turn 6 it,the (now "HS") Mule remain Pack-TI, as does the crew if it survived the fire attack unbroken and unpinned. If the crew remains the Gun and the Mule will all have their Animal-Pack counter removed (thus enabling the Gun to be fired, Pushed or hooked up - though with a Low Ammo counter on it).

EX: A moving "squad" Mule Animal-Packing a dm 81mm MTR (with a Manhandling # of 11 and a Breakdown # of 12) in Open Ground is Casualty Reduced by a Defensive First Fire attack, and the subsequent dr is an Original (and Final) 3. The dm Mortar counter is immediately unloaded to beneath the (now-"HS") Mule and is marked with both a Gun Malfunction and a Low Ammo counter. In addition, the Gun and Mule (but not the crew) are aIso marked with an Animal-Pack counter. Both the Gun and Mule must remain Pack-TI (and thus cannot be fired, moved or advanced) until they have gone through an entire one-Game-Turn Unpacking Period conducted as per 10.3 [EXC: the mortar could be moved again by going through a 10.3 Packing Period to place it back on another "squad" Mule in order to use Animal-Pack movement].

Should the "HS" Mule suffer Casualty Reduction again while still Pack-TI (note that the only way it can lose Pack-TI status is to complete an Unpacking Period; 10.11), it will be eliminated and the subsequent dr will receive the -1 drm. If this causes the Gun to suffer another Low Ammo result, it will be marked with a second Low Ammo counter and its Breakdown and Disablement numbers will become 10 and 11 respectively. Despite the now-total loss of the Mule, the mortar can still be Unpacked if it and the crew can complete a one-game-Turn Unpacking Period.

10.42 C11 (Guns as Targets) does not apply to a Gun being Animal-Packed, but does once the Gull has been unloaded. Any gunshield on a Pack Gun is considered non-existent while the Gun is Pack-TI/being Animal-Packed.

10.5 COLUMN: A Mule may be part of a Column (E11.5).

10.6 DYO: A Horse/Gun purchased for Animal-Pack purposes retains its normal BPV. In the Purchase Roster entry for the Horse, write down "Mule" and record its ID letter.

10.61 GUNS: In addition to the Guns mentioned in 10.2, the German 105* MTR and 75* INF, the Russian 107* MTR and 76* INF, and the U.S. 75* ART may be used as Pack Guns by their respective nationalities.

10.7 SW: SW of all MMG, HMG, light mortar and 37mm INF types may be Animal-Packed, but must be dm if possible. For Animal-Pack rules purposes only, consider each such SW as equivalent to a Gun whose M# is "12". Animal-Pack rules apply in the normal manner, with the following differences. The SW may be (Un)Packed by any MMC that could operate it with neither Captured- nor Non-Qualified-Use penalties (A21.11-.13). A SW voluntarily unloaded into prohibited terrain (10.31) is not eliminated if its presence would otherwise be allowed there; if involuntarily unloaded (as per 10.4) into such terrain, it is eliminated as if unpossessed [EXC: if on a Bank counter; 10.31].