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[Rules] Beginner clarifications.
07-09-2012, 03:17 AM,
#11
RE: Beginner clarifications.
(07-09-2012, 03:09 AM)Michael Murphy Wrote:
(07-09-2012, 03:07 AM)vince hughes Wrote: The Ultimate Stacked Hex

3 x AFV each carrying a platoon and leader each and sharing the hex with 3 x APC's also carrying a platoon each and a leader.

Final tally

3 x AFV's
3 x APC's
6 x platoons of foot
6 x leaders

No sausage fingers need apply !

That's an awful lot of blood to mop up when they get whacked! Think carefully about doing this, very carefully indeed.

It was nothing I was suggesting Michael Big Grin

Merely seeing how big I could build the stack before it collapsed Sad
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07-09-2012, 06:34 PM,
#12
RE: Beginner clarifications.
(07-09-2012, 03:15 AM)vince hughes Wrote:
(07-09-2012, 02:31 AM)Pippers Wrote: As for what scenario has "X number of units must exit off map", I was wondering about EF scenario 50. The Soviet wins if they get at least 10 units (not steps) to exit off the west edge. While this map doesn't have trucks, it does have wagons. Would those count? I haven't looked over too many scenarios yet, only the two I've played so far.

I see your problem with this one. In that particular scenario, a wagon counts as half a step for initiative loss. However, I think, and this is just personal preference as there is nothing else there to back it up, that I would just go for combat units in that scenario for the actual VC's.

So Herr Hughes you want it both ways, wagons to count as losses but not count as exit VP's. A typical sneaky Boche move.
Seriously I have not read the scenario VC's yet but would concur that normally truck,wagons do not count for VPs unless stated.
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07-10-2012, 01:14 PM, (This post was last modified: 07-10-2012, 01:40 PM by Pippers.)
#13
RE: Beginner clarifications.
New question!

I am setting up Scenario 1. It takes place in 1941. So you can only use tank leaders that are designated. Only Scenarios beyond 1943 do all AFV have tank leaders.

The Germans have a huge pile of tanks listed. But no leaders. Do I just place them and they are simply unable to combat move?

I'm looking through more scenarios and the Germans simply don't have tank leaders listed for most of them. Some do, some dont, but it looks like they all have tons of tanks with no leaders?
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07-10-2012, 01:42 PM, (This post was last modified: 07-10-2012, 01:44 PM by Shad.)
#14
RE: Beginner clarifications.
Germans always have inherent tank leaders per Rule 6.8. Note the comma after "all German AFVs" to denote that the 1943 or later restriction only applies to Soviet Union AFVs.

(07-10-2012, 01:14 PM)Pippers Wrote: Do I just place them and they are simply immobile?

Addressing kind of a sub-question here:

"Units not activated by leaders can move, but they can't move closer to enemy units that could hurt them." (See Rule 1.1 - Moving)

Units that activate without the assistance of leaders (and this includes your tanks) are restricted in that they cannot move closer to enemy units that can hurt them.

The phrasing here is very important.

If I have an 81mm platoon and you have a T-34 platoon without leaders, you can move as close as you please to my 81mm because I cannot hurt you.

Another example: if I had a tank platoon with AT range of 4, you could activate without tank leader and close to 5 hexes away because I would still be unable to hurt you.
...came for the cardboard, stayed for the camaraderie...
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07-10-2012, 02:12 PM, (This post was last modified: 07-10-2012, 02:13 PM by Pippers.)
#15
RE: Beginner clarifications.
Odd. Usually commas demote inclusion when you're dealing with item lists.

Thanks Smile
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07-10-2012, 05:00 PM, (This post was last modified: 07-10-2012, 05:02 PM by vince hughes.)
#16
RE: Beginner clarifications.
(07-10-2012, 01:42 PM)Shad Wrote: Moving)[/url]

Another example: if I had a tank platoon with AT range of 4, you could activate without tank leader and close to 5 hexes away because I would still be unable to hurt you.

Thats only so IF the extended AT range (50% more) and halved AT shot is unable to hurt. Being 5 hexes away from a 4 range may still be combat move if the reduced AT power can knock out the tank. (see 11.3 increased range)
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07-13-2012, 12:42 AM, (This post was last modified: 07-13-2012, 12:44 AM by Pippers.)
#17
RE: Beginner clarifications.
I've noticed a lot of scenarios begin at 0500, which is listed as night on the day/night tracking chart. Day doesn't begin until 0700.

Is this right?
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07-13-2012, 01:47 AM,
#18
RE: Beginner clarifications.
(07-13-2012, 12:42 AM)Pippers Wrote: I've noticed a lot of scenarios begin at 0500, which is listed as night on the day/night tracking chart. Day doesn't begin until 0700.

Is this right?

Take absolutely no notice of that time track. Light and dark changes times everyday.

Just take note of the SSR's which always tell you when visibility is reduced to 'night time levels'

Take note, that sometimes the night time visibility is 2 hexes, othertimes it is 1 hex.
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07-13-2012, 05:47 AM, (This post was last modified: 07-13-2012, 05:51 AM by Pippers.)
#19
RE: Beginner clarifications.
Thanks. I've been sort of ignoring it as I learn, but noticed the ones that are truly night are explicit about it in the summary.

It may be neat to find a site that can list specific sunrise/sunsets via regions and specific years. I found one that goes back to 1992, but no further.
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07-14-2012, 01:48 PM, (This post was last modified: 07-14-2012, 01:53 PM by Pippers.)
#20
RE: Beginner clarifications.
Interesting action segment. After a city assault, the Russians have a Dis Captain, Dis Infantry, Dis HMG, Dem HMG. The Russians have a destroyed PzIIIG, and a Dis PzIVE. That didn't go so well for the Germans.

The Dis tank wants to bug out, this opens up a free shot. Are the disrupted units allowed to initiate the "free shot" assault? I am thinking yes because this happens before the unit actually leaves the hex and disrupted units can do this in assault hexes only.
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