RE: Series two rules in hand
Started going through Series two rules. So far the below are the some of the major differences between it and PG I have found (paragraphs 1-3):
a) Scale (2.4) - Company and detachment vs platoon (same as version 1 of IA rules)
b) Sequence of Play (3.0) - Additional phase - bombardment phase is sandwiched between the Initiative Determination Phase and Action Phase (No change from version 1 IA rules).
c) Initiative Determination (3.0 A) - Unless the result of Winning player - losing player/2= 0.5 all fractions are rounded down and not up. In PG all fractions are rounded up.
d) Individual Units and Stacks (3.11) - Units not activated by/directed by leaders cannot move to closer to any enemy combat units. This applies no matter how far away the enemy units, and whether or not enemy units have line of sight or can fire at them. In PG, you can move closer provided enemy units fire only indirect fire, have wrong type of fire (AT vs Direct Fire) for activated unit, don't have a LOS, or are outside of range.
e) Subordinate Activation (3.2) - Mentions a new leader ID system included on all new counters. You don't need to understand rank structure or hierarchy. Counters include stars as well as rank. More stars have more seniority. Ex. Major has three stars, a Captain two stars, and a Lieutenant only 1 star.
f) Restrictions (3.3) - New section not in PG. It mentions that only Machine Gun units can fire twice per turn, and only during opportunity fire. All other units can only fire once for opportunity fire.
As I read more (Rules 4 - 15), I will try and include some of the other major differences. Hope this is helpful.
Mike
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