RE: Series two rules in hand
I have let this go far too long.....
Under Stacking (4.0) - Eliminates PG Transport Units and Leaders (4.2) and Armored Personnel Carriers (4.3)
Limits (4.1) -
- Limits are still three combat units (only two of which can be companies), three transports (loaded or unloaded), and unlimited leaders.
- In an assault hex, both sides can have up to three combat units (only two of which can be companies), and three loaded transports - for a total of 6 units per side (3 combat units and 3 loaded/unloaded transports). PG rules specifies 18 units total - 3 units, 3 transports, and 3 loaded units per side - counting units differently.
- Specifies a reduced sized company is still a considered a company for stacking purposes.
- Moves all Overstacking rules to a different section.
Column Modifiers Due to Stacking (4.2) -
- Any hex containing a company (full or reduced strength) receives a +1 column modifier on Direct and Bombardment tables.
- Any hex containing two companies (full or reduced strength) receives a +2 column modifier on Direct and Bombardment tables.
- The column modifier apply to all units and leaders in the hex.
- The +1 column modifier is also applied to the unit moving and any leader stacked with it when it enters or moves through a Drumfire Hex (9.6) or is subject to Opportunity Fire (12.0)
- In PG this is section (4.4). and only applies a +1 column modifier on the Direct or Bombardment Fire tables in hexes containing three combat units.
Effects on Movement (4.3)
- Moving units cannot enter a hex that would cause them to exceed stacking limits. Infantry or Cavalry companies cannot enter or move through a hex that currently has two Infantry Companies, but a MG platoon can provided that no other MG units are stacked with the two companies (remember the cap of three combat units). MG Platoons can move through a hex provided there are not three other MG Platoons there. Transports cannot move through spaces that have three other transports.
- PG rules Effects on Movement (4.5) - Combat units (except APCS which are considered combat units) couldn't move into or through hexes with three other combat units. Transport units (including APCs) cannot move into or through hexes with three other transport units.
Overstacking (4.4) - Significantly different than PG rules which is covered in Stacking limits (4.1)
- Any units that exceed stacking limits are immediately eliminated (owners choice)
- In PG all units and leaders are in hex are disrupted (unless already disrupted or demoralized), and the opposing player moves sufficient overstacked units to an addicted hex. Units are only eliminated if the hex is surrounded by enemy units and there is no hex for overstocked units to displace - in the case of elimination it is the owners choice.
- One issue/error - In the example it allowed for 2 infantry companies, a field artillery gun, and a MG section on a transport. There is no such animal as a field gun. IA has only Field Artillery Batteries (company equivalents) which would violate the stacking restrictions. The example should probably be 2 infantry companies, a machine gun section, and a Artillery Battery loaded on a transport.
Movement (5.0) covers three pages. I may have to do it the comparison of these rules in multiple parts. I will try to complete over the next few months. Hopefully this is somewhat helpful.
Blackcloud6 likes this post
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