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4th Edition Rules - comment now or forever shut yer trap!
09-10-2013, 10:31 PM,
#6
RE: 4th Edition Rules - comment now or forever shut yer trap!
4th edition rules

Proposals

1.2 Definitions

Control. The same definition as in "Infantry Attacks":

"A hex is controlled by the player whose combat units
were the last ones to occupy the hex exclusively. If one or more
units of both sides currently occupy the same hex, then neither
side currently controls the hex. In scenarios where one side sets
its units up on the board and the other side’s units enter from one
or more board edges at game start, all hexes on the board begin
play under the control of the side that sets up on the board. In
scenarios where both sides set units up on the board at game start,
each hex begins play under the control of whichever side sets
up units in or closer to it (unless scenario rules say otherwise).
Hexes which begin play equidistant from units of both sides
start under the control of the player who set up first, per scenario
instructions. In scenarios where no units set up on the board at the
start of the game (both sides’ units enter during play), all hexes
begin play under nobody’s control and remain uncontrolled until
physically occupied by at least one combat unit of one side or the
other".

Safe hex
"A town, woods or other hex where a unit cannot be spotted and/or fired on by enemy units with Direct or AT fire (whichever fire type could hurt it), and any hex where a unit can not be assaulted by enemy units".

3.1 Action segments (2nd point)
Replace "All units stacked together in the same hex activating at once, with or without leaders"
for
"Some or all units stacked together..."

4.1 Stacking Limits
Add: "Units in excess of stacking limits at the end of the segment are eliminated (owning player’s choice)".

5.63 Limbering and Unlimbering (Mortars)
Add: "Limbering or unlimbering a mortar unit costs all of that unit’s MPs and takes up its entire activation (place a MOVED/FIRED marker on it immediately after flipping it)". That is,a mortar can not "flip" and move in the same action segment.

5.64 Self-Propelled Artillery
Add: "They can be activated by all friendly regular leaders AND tank leaders."

5.75 Combat Effects of Rivers
Delete this rule: "If the ENG assisting a crossing becomes disrupted or demoralized, so do all friendly units in the hex with it at the time".

6.6 Kommissars
Add: "They may not assist demoralized AFVs".

(To be continued)
La guerra è bella, ma incomoda.
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RE: 4th Edition Rules - comment now or forever shut yer trap! - by enrique - 09-10-2013, 10:31 PM

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