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Rules 4th Edition rules are up
#21
(06-09-2014, 06:10 AM)richvalle Wrote: Are you sure it's an increased chance to hit with FF? If I'm doing this right (adding up the %'s for getting a 2, 3, 4 and 5) there is about a 27% chance to hit on a 2-5. On a 1-2 on a single die it's a 33% chance.

G/A/B was about a 17% chance (1/6) and now it's about a 16.7% so the same.

G/A/B self spotting is about 8.3%. Non about 17%.

So... less chance to hit but hits for full value when it does?

Less is more, you are correct with the non modified FF rolls 10/36 v. 2/6

For G/B/A it is the the same, 6/36 v 1/6

Self spotting in new, so there is no comparison.

Interesting note as I was reading about the French artillery prior to it's demise. Seems that even though they had good maps of the the borderlands as well as the low countries, they failed to keep their FO training current, even stripping back FO's from units. There main focus of artillery training was the guns of the Maginot Line and the mobile units were relegated direct fire support for the infantry units. Because of this French indirect fire capabilities were poor at best. It made me wonder if the French should have a 1-3 FF chance.
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#22
Ok where are the Overrun - Optional Rules mentioned in the 4th edition PG rules?
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#23
(06-09-2014, 02:00 PM)JayTownsend Wrote: Ok where are the Overrun - Optional Rules mentioned in the 4th edition PG rules?

I think Mike said there was a seperate booklet with the optional rules.
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#24
The overrun rules got put up today in the daily content. They are the cavalry charge rules extended to 3 hexes. Probably the best that can be done with plodding tank movement. I noticed a small grammatical error that may cause some confusion.
... actually you Americans are probably the most dangerous people in the world. This is because you treat war as a job, and your culture has an excellent work ethic.
-- paraphrased from John Keegan's Fields of Battle

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#25
(06-09-2014, 11:50 PM)plloyd1010 Wrote: The overrun rules got put up today in the daily content. They are the cavalry charge rules extended to 3 hexes. Probably the best that can be done with plodding tank movement. I noticed a small grammatical error that may cause some confusion.

I think (and I say think) tanks in open may be reduced to 1.5MP's per hex too.
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#26
That would be an improvement, a little overcomplicated but better. We'll know more when the 4th Ed TEC is released.
... actually you Americans are probably the most dangerous people in the world. This is because you treat war as a job, and your culture has an excellent work ethic.
-- paraphrased from John Keegan's Fields of Battle

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#27
And some other optional rules listed as well.

http://www.avalanchepress.com/4EOptionals1.php
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#28
(06-09-2014, 11:50 PM)plloyd1010 Wrote: The overrun rules got put up today in the daily content. They are the cavalry charge rules extended to 3 hexes. Probably the best that can be done with plodding tank movement. I noticed a small grammatical error that may cause some confusion.

I don't see the overrun rules but I do see the 'extended assault' ones. I think those are different?
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#29
Since they are referred to collectively in assault movement, I expect the 3 hex extended assault distance is the overrun rule. Perhaps we will see the 2nd part of the optional rules tomorrow.
... actually you Americans are probably the most dangerous people in the world. This is because you treat war as a job, and your culture has an excellent work ethic.
-- paraphrased from John Keegan's Fields of Battle

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#30
(06-10-2014, 03:27 AM)plloyd1010 Wrote: Since they are referred to collectively in assault movement, I expect the 3 hex extended assault distance is the overrun rule. Perhaps we will see the 2nd part of the optional rules tomorrow.

I thought overrun was moving though the hex attacking as you go.

Lets see what tomorrow brings. Smile


How is everyone liking the rules so far?
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