Benny’s Weblog

30/9/2006

Games Played

Filed under: — SiteAdmin @ 1:40 am

ASL - Broich Bash[A69]: A ripper of a scenario. Many avenues of approach for the attacking Americans. It came down to the very last turn, the odds were against me. Bruce’s experience paid off and what was left of my ragged Germans fell apart. Still, it was great fun.

28/9/2006

Games Played

Filed under: — SiteAdmin @ 12:21 pm

ASL - Lost Opportunities[17]: Not the best of scenarios, slightly favors the Germans. We played one rule incorrectly, and that was giving the MTRs Smoke capability.
- I learned that a unit only gets special ammunition if it has a Depletion number on the reverse side of the counter.
- Mortars attacking a multi-level building are penalised +1 on the IFT for each level below the upper level location.
- The restrictive rules of Inexperienced Personnel always apply to Conscripts/Unarmed-units regardless of leader presence.

27/9/2006

Games Played

Filed under: — SiteAdmin @ 4:19 pm

Hannibal: Rome vs Carthage (2): Awesome CDG. First time I had played this but it was a lot of fun. A refreshing change of pace from Here I Stand which tended to bog down into Here I Sleep.

Ingenious (2): IT’s OK for two but I prefer four players.. much more interesting even if a little chaotic.

Gipf (2): Have played a couple of times now, more or less learning games but the strategy is beginning to sink in. Now I actually look forward to playing!

24/9/2006

Games Played

Filed under: — SiteAdmin @ 4:13 am

ASL - The Yelnya Bridge[J102]: Very funky terrain. My lack of knowledge of the terrain features affected my attacking strategy. In fact the woods/stream movement requirements meant I needed to change my attack plan completely.
In hindsight the bridge was the key. I needed to get a vehicle over then pop smoke before advancing my inf.

Hannibal: Rome vs Carthage Summary

Filed under: — SiteAdmin @ 12:29 am

- Only one Proconsul is allowed at a time until Scipio Africanus arrives in play on Turn 6.

- Carthaginian player decides who will move first, (unless Roman decides to play a Campaign card as Event or Operations).

- Play continues until all cards have been used.

- Ship symbols on carsd indicate they may be used for sea movement.

- Subordinate generals always go in the holding box. Only one general can be the commanding general in a space.

- The highest ranked general must be commander.

- Consuls outrank Proconsuls.

- Only 10 CUs may move with a general at any one time.

- An army with 5CUs will automatically eliminate an enemy 1CU.

-

23/9/2006

Games Played

Filed under: — SiteAdmin @ 11:03 pm

ASL - Defiance on Hill 30[11]: A good little scenario. We played two games simultaneously but when I setup all the maps I managed to screw one up and orient it backwards! This meant one game went to plan while the other was botched. It wouln’t have helped me however, I managed to break both my mortar and medium machine gun in the first turn :) Well done Alpha for winning his first game of ASL!

20/9/2006

Games Played

Filed under: — SiteAdmin @ 1:19 am

Here I Stand (3): Long, slow, tedious. Three players is just too much. The game is fiddly enough playing a single power let alone two at once. Looking forward to playing this again with 6 however.

Blue Moon City (2): A fun little game but I really need to be in the mood. With two players it just feels a little too tight. The finish always comes down to the last turn which can be a little frustrating at times.

Games Played

Filed under: — SiteAdmin @ 1:17 am

ASL - Pomeranian Tigers[SP11]: A really good scenario this one. Lots of late war armor and funky things. I’ve played it a couple of times and managed to get the defence right for once. I’ve finally got skulking mastered and did well to prevent the enemy from getting any decent shots in.

Things Learned:
- Bypassing a building/woods must be done at the base level of the hex being bypassed.

18/9/2006

Setup Checklist

Filed under: — SiteAdmin @ 10:56 pm

Scenario Defender Setup Notes

- Before setup, LOS may be checked only by the side setting up first, and only if that side is the Scenario Defender, or has Pre-Registered Fire (C1.73) or Bore-Sighted weapons (C6.41-.42).
- Russian can replace 8-0 with 9-0 and/or 8-1 with 10-0 Commissar during or prior to 10/42.
- Deploy up to 10% FRU of at-start force. Cannot deploy: Russian, Partisan, Chinese, and non-elite Italians.
- OB given 1/2″ Dummies May be freely exchanged for 5/8″ Dummies (end of A12.2).
- OB given ? Are used as dummies, as well as concealment (both of the these in ‘red’ or concealment terrain).
- Dummies always go on top of any real units that may be stacked with them

- Infantry can set up in crest status.
- Vehicles may be setup in bypass but not in motion.
- AFV may be BU or CE.
- Vehicles have the possiblity of obtaining HD status (D4.221).
- All vehicles may start loaded to full capacity.

Fortifications
- Setup HIP (A 12.33).
- Includes: Entrenchments (foxholes, trenches), wire, roadblock, minefield, pillbox, cave, panji, tetrahedron

Guns
- Setup HIP with their crews (A 12.34)

In Non-Fortifed Buildings
- No guns upstairs (Mortars le 82mm on rooftops OK (B23.85))
- AT/INF Normal or Small targets on ground floor OK
- Other Guns that are small targets on ground floor OK

In Fortified Buildings
- ART/AT/INF Guns le 76mm upstairs OK (cannot be moved)
- All guns ground level OK (No 5/8 weapon counter can be moved into a fortified building during play)

Bore Sighting
- MMG, HMG, light Mortar, All Guns.
- MA & SA of vehicles (except FT & LATW).
- Target hex must be in LOS and normal range.
- Only the ground level of a building may be bore sighted.
- Bore Sighting only applies for Defensive First Fire attacks.

- After opponent sets up, more ? Can be placed on units both out of LOS and in concealment terrain (both sides do this, starting with the first that set up).

- SW/Ordance may set up dm/limbered

- AFV may be BU or CE
- Offboard vehicles assumed to be in motion

Offboard Setup
- All OB given ? Are dummies, ie, once your dummies are placed, units not already topped with a ? Get one that is not from the OB.
- Thus, the whole force will be concealed.
- Opponent also sets up concealed

Definition of Scenario Defender
- The Scenario Defender is the side that sets up wholly or partly on-board and does not have to capture terrain (on other than its setup board[s]) in order to fulfill its Victory Conditions, while facing an opposing side that enters wholly from offboard. This latter side is termed the Scenario Attacker.
- The Scenario Defender and Attack both exist or neither does; a scenario cannot have one without having the other.
- In scenarios where neither exists, the use of rules pertaining specifically to their respective roles is not allowed

16/9/2006

Games Played

Filed under: — SiteAdmin @ 2:53 am

ASL - The Fugitives[8]: This one took us around 7 hours to play. With experience I feel we could chop it down to around 5 hours. Lots going on. Loading and unloading passengers, tanks, Half-tracks, Armored car, trucks etc.

Stuff to read up on:
- SW and armor in the AFPh. AFPh restrictions.
- Trucks.
- Street Fighting.. First or Final fire? Can they Street Fight again? No
- Concealment in CC.
- Vehicle MG, turret rotation in AFPh.
- Breakdown only reduced for Final Fire?
- Leaders combining with squads in CC. Order at which groups are declared.
- Trucks and collateral attacks against them. Pinned passengers.
- Sniper pinning other snipers.
- LOS checks for gaining concealment at end of turn… free?
- LOS checks for losing concealment.

15/9/2006

Games Played

Filed under: — SiteAdmin @ 10:52 am

ASL - The Guards Counterattack[A]: This is always fun but feels a little too restrictive for my liking. Not much maneuver and a lot of standing around shooting. The human wave is always fun to do as are the Commissar rallys. At the end of the day it’s a good learning scenario but otherwise pretty average.

14/9/2006

Games Played

Filed under: — SiteAdmin @ 12:37 am

ASL - Le Herisson[77]: A fun scenario which was cut short due to early domination by the Germans. The self-propelled artillery was um… interesting to say the least! They managed to get a couple of effective shots off before running out of Ammo. One vehicle lost its crew and was subsequently captured before being blown up by the side which originally drove it :) Fun stuff.
My opponent set up the French way too far forward and directly in my LOS. This enabled me to eliminate half of his force before moving in to the town itself.

13/9/2006

Games Played

Filed under: — SiteAdmin @ 10:56 pm

Struggle of Empires (7): Another fascinating game of Struggle. I failed to protect my early assets and missed most of the interesting Civ advancements. Still, it was fun to watch the game unfold with 7. Always willing to play this game!

Gipf (2): Just a learning game without the Gipf pieces. I lost severely but it was still really good fun!

10/9/2006

Games Played

Filed under: — SiteAdmin @ 4:16 am

Bang (7): Absolute crap, I’m just not getting this game. It’s just air!

Bluff (6): Same old bluff, great for a bunch of drunkards like us. Good for a laugh.

Here I Stand(6): A seven hour session. The game is starting to grow on me, a few more plays should see everyone feeling better about the different options they have for gaining victory points. This game is a lot of fun, I’m looking forward to a few more plays as the different factions. We’ve already lined up a game for next week.

9/9/2006

Games Played

Filed under: — SiteAdmin @ 2:45 pm

ASL - The Bread Factory #3[RB3]: We played this incorrectly. Even though we got most of the rules correct and rarely forgot a modifier, the setup was completely botched! I’m looking forward to giving it another try.

7/9/2006

Common Rule Sections

Filed under: — SiteAdmin @ 9:35 pm

7.7 Encirclement: Any non-Aerial Infantry, or Vulnerable PRC of an Immobile vehicle, fired upon consecutively during the same PFPh, DFPh (not MPh), or AFPh by two or more non-Aerial units using their inherent FP/SW/ordnance at Normal Range (1.22, 10.532) is subject o possible Encirclement [EXC: pillbox; B30.32]. The attack(s) constituting an Encirclement must be resolved consecutively; if a player fires at a different target in the interim, he cannot use previous attacks as the basis for his claim to Encirclement. Encirclement occurs if the firer’s LOS enters the target Location either: a) through opposite hexspines; b) with exactly three target-hex vertices between them in both clockwise and counter clockwise directions; or c) through any three non-contiguous hexsides. An Encirclement can also be created by a LOF from both the Location directly above and below it in a building hex. To be considered valid fire, ordnance weapons must secure a hit on the target, and other firers must exert enough FP (taking the possibility of Cowering into account) to possibly inflict at least a NMC result on the target. A qualifying target Location is thereafter marked with an Encirclement counter and every non-berserk, non-heroic enemy/Melee Personnel unit therein suffers an immediate one level drop in morale to both the attack that sealed its Encirclement and any other attacks made against that Location as long as it is so marked. All fire by an Encircled units is subject to a +1 DRM on the IFT (or To Hit DR if ordnance). The MF cost of the first Location entered (regardless of phase) by an Encircled units is doubled (after all modification). Should other enemy units enter an Encirclement Location they are immediately Encircled. Regardless of the Encircler’s subsequent actions, the Encircled counter remains on the Location to affect all enemy/Melee Infantry units, and Vulnerable PRC of an Immobile vehicle, in that Location unit they all leave the Location (even if they all leave it momentarily), become berserk/heroic, are eliminate, or are captured. Being Encircled has adverse effects on a unit’s ability to avoid capture (20.21). A unit Encircled more than once does not suffer additional penalties for multiple Encirclement.

7.71 FG: The LOS of a FG may penetrate the target Location through more than one hexside; all such hexsides crossed count toward possible Encirclement. It is even possible for a single FG to cause Encirclement.

7.72 Upper Levels: Encirclement also applies to any non-heroic/non-berserk unit in an upper level building Location that cannot trace a path free of an unbroken, armed, unconcealed enemy unit/Blaze to ground level through (or past, if Scaling; B23.424) Locations it could legally traverse if so inclined. This type of Encirclement is broken the instant such a path can be traced.

4.431 Transfer: Stacks may be freely rearranged to change possession of SW/Guns - but in all cases only between different Good Order unpinned units in the same Location [EXC: Wire (B26.4); Panji (G9.52); NA between Crest-status units and units IN a Depression], and only during a RPh, at the start of their APh, or as a result of the creation of a sub-unit from a MMC. When a Personnel unit drops possession (4.43), is eliminated/surrenders, or routs and cannot carry away its SW, its SW/Gun is left unattended in the same Location as per 4.32 or on the same vehicle [EXC: Rider Bailing Out (inclusive of D6.24, D15.46, D15.53)], and must be Recovered to be possessed. Transfer/Recovery of a SW/Gun on a vehicle in Motion can be achieved only by Passenger(s)/Rider(s) of that vehicle who likewise can only Transfer/Recover a SW/Gun which is on that Motion vehicle.

4.44 Recovery: Infantry may claim possession of an unpossessed SW/Gun at the start of any RPh as their sole action during the RPh, provided they make a Recovery Final dr of less than 6 (r). Infantry may also Recover an unpossessed SW/Gun during their MPh on a Final dr less than 6(r) after an expenditure of one extra MF (limit of one attempt per unit per SW or Gun per MPh), even if they attempted Recovery in the RPh. Only a SMC can Recover a SW/Gun possessed by a friendly broken unit, and does this by rolling a Recovery Final dr of less than 6 (r) in its RPh/MPh without need of MF expenditure; if a unit surrenders, is eliminated, or routs away and cannot carry its SW, an Infantry SMC can immediately Recover one of that Infantry unit’s SW/Guns in this same manner but regardless of phase. In all cases, a Recovery attempt is allowed only by an unpinned, Good Order non-Bypassing unit in the same Location as the SW/Gun but that is not in the same Location as an armed, Known enemy unit [EXC: Wire (B26.4); Panji (G9.52); Recovery of a SW/Gun IN a Depression is NA by a Crest status unit and vice versa]. A SW/Gun cannot be Transferred in the same phase it is Recovered. Recovery drm include +1 if CX and +1 at night. See G.5 for jungle/kunai/bamboo. See “SW Recovery” in the index for other PRC Transfer/Recovery capabilities.

8.15 Snap Shot: Any unit wishing to make a Small-Arms/MG Defensive First Fire attack may claim a Snap Shot if it can trace a LOS to an entire hexside (even if that hexside is part of a Blind hex) that was crossed by the moving unit in entering a onboard hex (even if the center dot of that hex is out of the firer’s LOS) [EXC: A Snap Shot cannot be taken at a unit while entering the firer’s hex]. The FFNAM/FFMO DRM cannot apply (even if the entire length of the hexside is along Open Ground), nor does the TEM of most other terrain in the target hex (C.5C); however a wall/hedge/SMOKE/rubble hexside/spine of a hex being entered/exited can modify a Snap Shot if crossed by the LOF on the way to the target hexside). Snap Shots are resolved as Area Fire. If affected by a Snap Shot, the moving unit is considered in the Location entered thereafter. Neither a MG that must change its CA (9.21), nor an ordnance weapon, nor a weapon using IFE/Canister can make a Snap Shot (see also B9.2 and C.5). A firer can make only one Snap Shot at a unit crossing a hexside, even if that unit is expending greater than one MF to enter the hex, but may do so after other (even non-Snap Shot) attacks.

9.22 Fire Lane: Whenever the DEFENDER declares a Defensive First Fire attack with a Good Order SW MG that is manned by unpinned Infantry (even as ordnance or as part of a FG), he may also declare a Fire Lane with that MG if it is not already marked with a First/Final Fire counter and is firing within its Normal Range (but not using TPBF) and at a same-level (B.5) target. If he does declare a Fire Lane, he must place a First Fire counter on the MG and, after resolving that First Fire attack in the normal manner, must also place a Fire Lane Residual FP counter in one hex along a Hex Grain; that Hex Grain must include the MG’s hex and its First Fire target hex, but he may place the Fire Lane counter in or beyond the latter hex [EXC: no Fire Lane is placed if the MG’s manning Infantry Cowered, and/or used Subsequent First Fire (8.3-.31)/FPF, during that initial First Fire attack]. Fire Lane FG are NA; i.e., each MG must create a separate Fire Lane even if using the same Hex-Grain/IFT-DR as another. An illegally placed Fire Lane counter is removed, but the MG is still marked with a First Fire counter. Each Fire Lane Residual FP counter contains an ID letter to match the A-F ID letter of its MG counter, and should be placed so that the arrow points back along the Fire Lane Hex Grain to the firing MG.
A Fire Lane Residual FP counter exerts a unique form of Residual FP in its Location, and in every same-level (B.5) Location of the Fire Lane Hex Grain between that counter and the MG, that is within the MG’s Normal Range and in the LOS of its manning Infantry (when tracing their LOS to the hex center dot). However, neither NVR (E1.1) nor any SMOKE/brush/grain/ marsh/FFE/LV-(E3.1)/DLV-(F11.6)/Dust-(F11.794)/hut-(G5.21) Hindrance affects LOS for Fire Lane placement/attack purposes. A Fire Lane Residual FP is equal to the FP column to the left of the FP column normally used by that MG’s FP [EXC: PBF doubles the reduced FP in the ADJACENT hex; Fire Lane Residual FP TPBF is NA (9.223)]. A MG which has established a Fire Lane may not fire again until the DFPh [EXC: if its Location is entered by an enemy unit; 9.223]; see 9.3.

9.221 Alternate Hex Grain: A Fire Lane may also be declared along an Alternate Hex Grain, which is a string of connected hexes in which the Fire Lane’s LOF (i.e., a line drawn between the first and last center dot) lies along a hexspine of the first hex. Whenever that LOF lies along a hexside, the Alternate Hex Grain includes the hex either to the left or the right of that hexside. If that LOF lies along more than one hexside, the Alternate Hex Grain consistently includes the hexes on one side (either left of right). When placing a Fire Lane Residual FP counter along an Alternate Hex Grain, the DEFENDER must declare whether that Alternate Hex Grain will include the left- or right-side hexes, but must place the counter itself in a hex with a hexspine that points directly back to the MG.
A unit crossing a hexside to enter/exit a Location where an Alternate-Hex-Grain Fire Lane exerts Residual FP may be attacked by it as a Snap Shot, provided the hexside being crossed lies along the Fire Lane’s LOF [EXC: the Snap Shot is NA if that Fire Lane has already attacked that unit in the Location it is exiting; the Snap Shot FP of a Fire Lane is not halved as Area Fire]. If the Defender opts for the Snap Shot, its target (including any element of a target stack) cannot be attacked again by that Fire Lane in the Location it is entering unless it expends further MF/MP (but regardless of any +/- change in DRM) therein. If he forgoes the Snap Shot, the unit will still be subject to attack per 9.22 if entering a Fire Lane Location.

9.222 Residual FP: Fire Lane Residual FP is treated as normal Residual FP except as stated otherwise. The Residual FP of a Fire Lane is never reduced by the effect of DRM (8.26). Because Fire Lane Residual FP is always traced from its source, the effects of Hindrance/hexside/bridge DRM are resolved as DRM to the Residual FP attack. [EXC: SMOKE/grain/brush/marsh/FFE/Heavy-(or denser)-Dust(F11.794)/hut(G5.21) Hindrances do not apply as DRM but do cancel FFMO; LV-(E3.1)/DLV-(F11.6) Hindrances do not apply as DRM]. No CX/leader/hero DRM applies to a Fire Lane Residual FP attack. Fire Lane Residual FP attacks cannot cause the firer to Cower and need not be made if they could cause no effect. When a Fire Lane is placed due to a First Fire attack vs a unit using some form of Impulse movement (13.62; 5.232; D14.2; E11.2; E11.52), its Fire Lane Residual FP immediately attacks all other elements of that Impulse currently in any Location(s) where that Residual FP now exists.
Fire Lane Residual FP cannot be used to increase the size of Residual FP from another source. In hexes where Fire Lanes intersect, each Fire Lane Residual FP attack must be resolved separately (in an order chosen by the firer), unless the first eliminates all targets. If Residual FP from a source other than another Fire Lane exists in a Location of a Fire Lane, it must be resolved separately prior to the Fire Lane Residual FP.

9.223 Cancellation: A MG’s Fire Lane Residual FP counter is removed only if the MG malfunctions, its manning Infantry is broken/pinned/eliminated, or at the end of the current MPh - whichever occurs first. The MG malfunctions whenever its Fire Lane Residual FP attack DR is also an Original Malfunction DR. A MG may cancel its Fire Lane in order to gain freedom to fire elsewhere (/its manning Infantry may use Subsequent-First-Fire/FPF after establishing the Fire Lane) only if a TPBF/CC-Reaction-Fire situation occurs (8.312/D7.21) - in which case the Fire Lane must be canceled [EXC: an unarmored vehicle with no PRC (7.212) or an armored vehicle with no Vulnerable PRC which does not end its MPh in the Location do not require cancellation], even if the unit entering the MG’s hex does so across the hexside of the Fire Lane.

9.6 Vehicular Targets: The process for resolution of MG fire vs vehicular targets is dependent on whether the vehicle Target Facing/Aspect is armored or not. If the Target Facing is armored, such fire is resolved on the AP To Kill Table after securing a hit on the To Hit Table; otherwise it is resolved on the Vehicle line of the IFT and no To Hit DR is necessary. A non-captured MG To Hit DR always used the black To Hit number regardless of nationality when firing as ordnance.

9.61 AFV Kill: Unlike Small Arms Fire, a MG attack may conceivably destroy a poorly armored AFV during the fire phase by attacking it alone (i.e., not as part of a FG) on the To Hit Table (using the Vehicular Target Type) and the AP To Kill Table. Such an attack must be made within Normal Range of the MG, without any form of halved FP penalty imposed, and predesignated as an AFV To Kill attack vs a specific AFV. If hit in an unarmored Target Facing, the AFV is attacked on the Vehicle line of the IFT instead of on the AP To Kill Table. If the resulting To Kill DR is less than the Final Kill Number for that Target Facing the AFV is eliminated (and burning if half of the Final Kill Number), and if the To Kill DR equals the Final Kill Number the AFV is Stunned (even if BU; D5.34). See C3.8 (Multiple Hits), C3.9 (Location of Hits) and D3.54 (Vehicular MG Fire vs AFV) for related information.

15.4 Berserk: Berserk units are created from infantry by a Final Heat of Battle DR of 9-11 [EXC: non-elite Italian/Axis Minor Personnel units surrender (15.5) on a Final Heat of Battle DR 10]. Mark units with a BERSERK counter when they go berserk. A broken unit which goes berserk is automatically rallied.

15.41 Leader Consequences: When a leader goes berserk, he must (after first resolving any fire attack vs any other targets in that Location) attempt to change any [EXC: units not normally subject to Heat of Battle] other friendly units (even if broken or not subject to that same attack) in the same Location to berserk status also. Each such unit must take a NTC subject to the berserk leader’s modification. If they pass the Berserk TC they become berserk; if not, there is no change to their status. After the Berserk TC, the leader forfeits his leadership DRM until he returns to normal.

15.42 Morale: Berserk units assume a base Morale Level of 10. If a berserk unit fails a MC it is not broken, but suffers Casualty Reduction. A berserk unit fails a MC it is not broken, but suffers Casualty Reduction. A berserk unit never takes a PAATC, nor a LLMC/LLTC, and never breaks, cowers, or becomes pinned except due to PF/ATMM Checks (C13.31, C13.7), Minimum Move (4.134), or Collapsed huts (G5.5). A berserk unit never has its Morale Level lowered by any cause and automatically loses any CX, TI, Concealment or pinned status. However, a berserk unit never receives the leadership benefit of a friendly leader even if this deprives Good Order units of such benefits.

15.43 Charge: At the start of the Mph, each non-Melee berserk unit must charge the nearest (in hexes not MF) Known enemy unit in its LOS and must (if it has sufficient MF) enter its Locations [EXC: pillbox (B30.4); Fortified Building (B23.922)] during that Mph in an attempt to destroy it in CC. If equidistant, the ATTACKER may choose which of those hexes he will charge. If multiple berserk units of the same side occupy the same Location they must move together as one combined stack unless they will require different MF expenditures to exit their Location (e.g., units inside and outside a foxhole in the same Location) or one is wounded and one is not.

15.431 All berserk units have eight MF [EXC: Wounded still have only three MF (17.2)] - a total which can never be increased [EXC: road bonus (B3.4); downhill skiers (E4.31)]. A unit which becomes berserk while still moving (i.e., not pinned or wounded) must use the remainder of its Mph to charge. The unit’s MF allotment for the rest of that Mph is eight minus whatever MF it has already expended during that Mph At the start of its Mph before charging, a berserk unit must abandon any SW which individually costs more than 1 PP or which in combination with other 1 PP SW is in excess of its IPC, but may use them in the DFPh/AFPh prior to that, and must still carry those it can retain (DC can only be Thrown - not Placed or Set). A berserk unit never qualifies for Assault Movement even if its “charge” consists of just one hex, nor may it move in the APh but it may Dash across a road. The charging unit must take the shortest route (in MF) to the enemy unit, including the use of Bypass (counting Wire as 1 MF for purposes of this calculation only). If, in the act of charging the nearest Known enemy in its LOS, the berserk unit moves into the LOS of a closer (in hexes) Known enemy unit, he charges that unit from that point instead. Similarly, if it moves into a concealed enemy’s Location and reveals it (12.15) while charging another unit, the berserker must remain in this hex and attempt to eliminate all enemy units therein instead. Should the only Known enemy unit no longer be in his LOS in the interim, the berserk unit still charges toward the hex originally occupied by that unit. If it still sees no Known enemy unit, it ends its move after entering that Location, and the berserk status is removed at the end of that current phase. Otherwise, it continues its charge to the now nearest Known enemy unit.

15.432 A berserk unit must enter a Known enemy occupied Location during the MPh if it has sufficient MF and, as such, may possibly force any DEFENDING Infantry therein to attack them with FPF. If the only Known enemy unit is a lone SMC, a berserk MMC will immediately conduct an Infantry OVR (4.15) with neither the NTC nor increased MF normally required and without the option of the SMC entering the new hex. The berserk unit may also attack with TPBF during its AFPh, but this TPBF is halved due to taking place in the AFPh. Survivors are not yet held in Melee, and the stack is marked with a CC counter to indicate this. Because a berserk unit must charge in its Mph, it may never fire during its PFPh - even if ADJACENT to the Location it must charge. However, it may fire during its AFPh (not Opportunity Fire) and DFPh/opponent’s Mph A berserk unit does not take prisoners. Berserk units are always Lax (11.18) in CC.

15.44 No enemy in LOS: If a unit suffers a berserk result, but has no Known enemy unit in its LOS at that time, the result is changed to Battle Hardening.

15.45 Terrain Restrictions: A berserk unit will not charge through unbridged Water Obstacles, nor a cliff, nor a Blaze; it will charge the next nearest Known enemy unit instead unless an alternate route to the nearest known enemy unit is still closer than the next nearest known enemy unit. If there is no other Known enemy unit, 15.44 applies. However, a berserk unit will move into minefields, FFE/Wire during a charge.

15.46 Return to Normal: A berserk unit loses its berserk status and returns to Good Order whenever it (or the group it attacks with) eliminates all (but at least one) Known enemy units in its Location with either TPBF (halved) or FT during the AFPh or CC, or if at the end of a charge there is no Known enemy unit in its LOS (15.431).

19.12 Disruption: Should an unbroken squad/HS/6+1 leader which cannot be Replaced by a lower quality unit fail a MC by more than its ELR, it is broken and marked with a Disrupted counter [EXC: Partisans, Commissars, Gurkhas, U.S. Marines, Japanese (and SS when opposed by Russians), Fanatic units, and PRC are never Disrupted; only broken]. Non 6+1 leaders become Disrupted only by Heat of Battle (15.5). A Disrupted unit may not Self-Rally. Unless rallied by a leader first, a Disrupted unit will surrender at the start of any RtPh it begins ADJACENT to, or during any phase it occupies the same Location as, a Good Order Known enemy Personnel unit not in Melee [EXC: No Quarter 20.3]. Disrupted infantry do not rout unless in an Open Ground (as per 10.531) or Water Obstacle hex (as per B21.43) or if the only armed enemy units ADJACENT are in Melee/berserk/vehicular (20.21) and may not use Low Crawl [EXC: (E1.54)]. Disrupted Personnel remain Disrupted until rallied or captured. Disrupted units do not prevent enemy movement into or through their hex (4.14), but do prevent rout toward or through them (10.51). Disrupted units in Melee may not Withdraw; unless captured, they will be eliminated at the end of the CCPh if still in Melee

5/9/2006

RB3 - Rule Summary

Filed under: — SiteAdmin @ 8:22 am

PDF

DO NOT FORGET ENCIRCLEMENT (A7.7)

Sewer Movement
- Any paved road hex which intersects with any other road such that at least three hexside of that hex are crossed by road is considered a manhole (in addition to all hexes with circles).
- Good Order units enter a sewer at the start of their MPh using all their MF.
- You must start in a Location above the sewer (or in the sewer if you used sewer movement without emerging last turn), and must end in the sewer 1-3 hexes away.
- You never have to emerge, but you may be forced to stay down in the sewer, depending on the result of the sewer emergence dr.
- The Sewer level exists below a Cellar.
- Russians may use freely. German must make a Leader 4TC.

Trenches
- Behave like a foxhole.
- Infantry may move into a lower level adjacent location from a Trench.
- Trenches in RB are considered to connect to all ADJACENT Building/Rubble locations. In RB this means a trench is connected to a Cellar only.
- In RB, Trenches may not be setup HIP!
- A unit in an entrenchment cannot see (or be seen) across a same-level wall/hedge hexside/hexspine to (or from) any non-adjacent same-level or lower Location - although an elevation advantage of at least a half-level over the Entrenchment does allow such LOS. LOS is reciprocal. If a viewer would have LOS to any non-entrenched units in such a Location, it also has LOS to any entrenchments in that Location even though it may not have LOS to units beneath that entrenchment.

Gully Crest
- 2MF to move to from IN the Gully.
- 1MF to move to directly from crossing a hexside.

Rubble
- LOS is completely blocked to all same-level fire through a rubble hex.
- In RB, Rubble is treated as a building for Ambush purposes.

Booby Traps
- Any original TC DR of 12 activates a Russian Booby Trap.
- Infantry normally immune to PTC must still take it for Booby Trap resolution purposes, but that PTC cannot activate a Sniper.
- Use Random selection if more than one unit exists in the Location of the squad which triggered it. These squads CR.

Rooftops
- Do not exist on Single Story Houses.
- 2MF to move between connected Rooftops. 1MF to enter from lower location.
- A Rooftop Location is Concealment Terrain only for setup purposes.
- A unit on a rooftop is considered in the building for Searching / Mopping Up purposes.
- A Rooftop Location is not considered a building Location for rout and Victory Condition purposes.
- Infantry may enter a factory rooftop at a road entrance hex for 2MF.

Hand To Hand CC
- Is declared only by the ATTACKER and only if he has not been Ambushed this Turn.
- All units then use the red CC numbers.
- A berserk unit must use HTH.

Cellars
- Multi-hex non-factory buildings contain a Cellar.
- Cellar Locations *do* count for Victory Condition purposes.
- Is considered fortified with a TEM of +4 (+3 for Wooden).
- Can be Breached with DC from an Adjacent cellar location.
- Is considered to be the same as another building location. Same MF etc.
- Infantry may setup in a Cellar.
- Infantry in a RB Cellar tracing LOS outside of their building’s depiction to a non-ADJACENT Location do so as if entrenched at ground level (B9.21).
- The Inherent FP of a unit/FG in a RB Cellar is halved as Area Fire if the LOF leaves their building’s depiction and is not traced to an ADJACENT RB Cellar Location, and the US# of the unit(s) currently using such Inherent FP is greater than or equal to 3. (A leader directing fire from an RB Cellar Location does not add his US# for this calculation.)
- Upper level encirclement does not apply to RB Cellars.

Culvert
- A unit IN a Culvert only has LOS to units IN ADJACENT gully/Culvert locations.
- Infantry enter a Culvert as if entering INTO a gully but can only do so from IN an ADJACENT gully or Culvert Location.

Stealthy Russians
- All Good Order Elite and 1st Line Russian infantry are Stealthy (helps the Ambush dr).

HIP
- An Emplaced Gun may also always use HIP if not in Concealment Terrain, provided it sets up out of the LOS of all enemy ground units - but must be placed onboard under a “?” as soon as a Good Order enemy ground unit has a LOS to it.

No Quarter is in effect for both sides.

Misc
- If the LOS crosses the wall/hedge hexside through a road depiction the wall/hedge TEM can only apply if the target is a non-moving unit.

Games Played

Filed under: — SiteAdmin @ 2:00 am

Blue Moon City (2): A couple of games. This plays well with two but I think I prefer Louis XIV for that number. I feel there are more decisions.

Goa (2): First play of Goa and overall it’s not bad. The auction is a little uninteresting with two so I’m looking forward to giving it a go with 3-4.

3/9/2006

Games Played

Filed under: — SiteAdmin @ 11:31 pm

Age Of Steam - Southern England (4): Normally a friendly easy map but the cube distribution was brutal. In fact the player who took the biggest risk in early bidding for Urbanisation cleaned up. Everyone else opted for a more conservative approach. Yet more proof of how dynamic AoS really is.

Caylus (5): Still came last in Caylus. Just totally missing the strategy!

Games Played

Filed under: — SiteAdmin @ 4:44 pm

ASL - Urban Geurillas[J1]: Wow, this was hectic. Lots of new rules fiddliness but we loved every minute of it. It took us roughly 7 hours to get through 4 turns. It was a great opportunity to become familiar with a heap of new rules. Factories, PF, SS and lots of different types of armor.

Games Played

Filed under: — SiteAdmin @ 4:40 pm

EuroGamesFest was excellent.

Roads & Boats (3): What a fantastic game, virtually no luck. The key to getting a big score is Coinage and Share Certificates. Any extra goods can be submitted to building the wonder. I’m really looking forward to getting into this further.
Transportation logistics and donkey sex. What more could you want?

Struggle of Empires (4): Always willing to play this one. I’m starting to feel replayability may become an issue but for now it’s still good fun. Too much gaming has burned me out this weekend and I’m coming down with something. Unfortunately I’m not going to get a chance to play another game of SoE tonight :(

Warrior Knights (4): There’s a fairly interesting game here, I wouldn’t mind playing this a couple more times to get a better feel for it. Can drag a little, turtling is generally a bad idea. Encourages combat which is really nice.

1/9/2006

Games Played

Filed under: — SiteAdmin @ 1:56 pm

ASL - Clearing Coleville[S5]: Played a Starter Kit scenario against both Alpha and Hayden at Dockers. It was good fun but a bit of a grind at the same time. Hope they will be back for more!

Games Played

Filed under: — SiteAdmin @ 1:56 pm

Bonaparte at Marengo: Had a game against Alpha, completely forgot the rules so really had no idea as to what my objective was. Looking forward to soloing it to get a better feel.

J1 - Notes

Filed under: — SiteAdmin @ 1:06 pm

PDF

Overlay
- The ID of the single hex overlay should be played on top of the hex ID.

Factories
- the factory is a level 2.5 building because it has a printed stairwell.
- There are no upper level floors, all levels are ground.
- LOS traced entirely within the building depiction is not blocked.
- 1MF for units moving entirely inside the factory.
- Factory interior is a half-level LOS hindrance. (to fire traced through). TEM is +1.
- For Residual FP in a Factory Location, Building TEM applies if the moving unit is entering by crossing a non-building hexside or Bypassing in the hex; otherwise, Factory TEM applies.
- Bog check for vehicles moving within and 1/4MP. Many other vehicle effects.
- Any vehicle may enter/exit a Factory Location containing a printed stairwell symbol or across a road hexside at Open Ground costs provided the hex is controlled by friendly forces (the stairwell symbol in this case representing a vehicular-sized entrance).
- Any unit may use the Open Ground entrance benefits of a Vehicular-Sized Entrance.

SS Units
- SS are entitled to Assault Fire capabilities in any scenario during 1944-45.
- SS will not surrender to Russians via RtPh method (20.21), do not become Disrupted while opposing Russians, and may perform Massacre (20.4).
- Any weapon/AFV identified in a scenario Order of Battle as belonging to a SS formation has its Depletion Numbers increased by one due to being Elite (C8.2).
- Germans may Massacre unarmed units thereby increasing Russian ELR to 4. This causes No Quarter.
- May check for ATMM during CC.

Russian Guards
- Any weapon/AFV identified in a scenario Order of Battle as belonging to a GUARDS formation has its Depletion Numbers increased by one due to being Elite (C8.2).
- Russian squads may not Deploy [EXC: 20.5 & 21.22], although they can take HS losses and Recombine into squads again.
- Don’t forget human waves.

Halftrack
- Squad is 10pp, HS is 4pp, less than 5 SMC is 0pp.
- Get +2 TEM when CE.
- Can fire at full FP if vehicle has not moved and they are CE.
- If CE, the squad can combine FP with that of the AAMG.

German Panzerfaust
- A -1 to PF check in ‘45, +1 for CX, +1 for HS.
- No PF check allowed for SFF or FPF.
- Provided a squad has not yet fired its inherent FP, it can attempt to fire a second PF in the same phase even if its first attempt did not yield a shot. (squad would lose ingerent FP).
- A failed PF attempt still consititutes firing of a SW.
- Germans are allowed 20 PF shots in the scenario.
- Has a 3 hex range in ‘45.
- The Basic TH# (10) of a PF/PFk attack is modified by -2 for each hex of range to the target.
- A leader stacked with a PF firer can apply his leadership modifier to the To Hit DR of one PF but such use would constitute his sole fire direction for that phase.
- An Original To Hit DR of 12 (11 or 12 for Inexperienced Infantry; A19.32) is not only a miss but results in its operator suffering Casualty Reduction.
- An Original To Kill DR of 12 is a Dud (7.35), or if rolled on the IFT has no effect.

Partisans
- Partisans are represented by 2-2-7 squads with a broken Morale Level of 6, and are considered Stealthy while in Good Order.
Partisans are not affected by the special rules for their nationality; a Russian Partisan unit is treated as a Partisan unit, not a Russian unit [EXC: Russian Partisans may use Commissars; 25.22].
- Partisan leaders have no leadership effect whatsoever over non-partisan units (and vice versa).
- Unless specifically indicated otherwise, Partisans have an ELR of 5 regardless of the ELR of nonpartisan allied forces in the scenario.
- Partisans never surrender by the RtPh method, are considered neither elite (including SMC) nor Inexperienced for any purpose, and never become Disrupted.
- May not form a FG with Russia units.
- Partisan units have PF capability as if they were German, and Captured Use Penalties (A21.12) apply; only a maximium of 3 PF may be fired by Partisans during the scenario.

ISSUES RAISED
Q. Can the MA fire at units in the same hex?
- Yes with possibly a higher chance of CH. ??

Q. Are the turret TH DRMs cumulative?
- If an AFV uses Case A to rotate the turret and shoot a CMG then it can rotate it again to fire the MA without needing to apply the original Case A from the MG attack. If the MA retains ROF then it need not apply Case A to shoot from that same CA.

- A Gun with ROF which needed to spend Case A to fire need not use that modifier for a subsequent shot in the same CA.

- The Bow MG generally cannot be used to fire at same-hex targets if the vehicle is immob. It can however fire at moving targets during DFF.

- During CC with Armor, only Infantry in CC are held in Melee if still in the same hex at the end of the CC phase.

Powered by WordPress