Games Played
A91 - The Road to Gora:
A110 - Shanghai in Flames:
T2 - Puma Prowls:
S22 - Another Summer’s Day:
S23 - Monty’s Gamble:
S24 - Sherman Marches West:
S25 - Early Battles:
Shifting Sands (2):
A91 - The Road to Gora:
A110 - Shanghai in Flames:
T2 - Puma Prowls:
S22 - Another Summer’s Day:
S23 - Monty’s Gamble:
S24 - Sherman Marches West:
S25 - Early Battles:
Shifting Sands (2):
One Production Point = One Factory Point + one Resource Point
- the Axis lose if Western Allies Occupy Germany and Japan.
- the Allied World Powers never surrender due to physical conquest.
- either of the Axis World Powers (Germany or Japan) will surrender when their home
regions are physically occupied by the Allies.
- impassable zones are white.
- Fortified regions provide a combat bonus and it takes greater than 3 to 1 forces to capture a fortified region (instead of greater than 2 to 1).
- Air units on islands have an ability to Op-Fire at some enemy units that move out of the sea region containing the island.
- Whenever a Politically Frozen region is attacked, there is a +1 Evasion bonus to attacking units when being fired and the defending units have their evasion ratings reduced by one during the combat.
- The Soviet union is divided into three different zones for the purpose of Politically Frozen regions.
- If an action causes the Soviet Union to be at war with Germany, the Western and Central Zones only are immediately Unfrozen.
- The Soviet Union is automatically at war with Japan starting the turn after Germany surrenders. If an action causes the Soviet Union to be at war with Japan, the Central and Eastern zones are immediately Unfrozen.
Notre Dame (4):
Canal Mania (5):
Combat Commander: Europe (2):
Shifting Sands (2):
Deflexion (2):
ASL - HS 3 Tasimbioko Raid: This could be the most-fun ASL scenario I’ve played thus far. Burning Huts and Dive Bombing!
ASL - VV13 Sur Les Chemins De Rome: An Interesting scenario, may have been more enjoyable if I had not totally diced my opponent.
ASL J12 - Jungle Fighters: Fun but hard to see how the Japs can get through the defense. Fun Banzai opportunities though.
ASL S21 - Clash at Borisovka: Back to this tank-only scenario and lost again!
ASL 3 - A Simple Equation: My second play of this one. It’s fascinating that twice my opponents neglected to cover their right-flank. This allows the Germans to use board-edge creep and avoid sometimes even long-range fire.
Ordnance
- Special Ammo such as Smoke/WP/APCR/APDS/HEAT may only be used if the reverse side of the counter has a depletion number.
- Acquisition follows the target regardless of the acquiring Gun’s CA.
Area Target Type
- Is resolved at Half the normal FP + TEM.
- ATT effects all levels/locations in a hex.
- Mortars always use ATT then resolve at half FP. TEM is applied to the resulting effects DR only.
- MTRs are the only guns that get ROF with Area Target Type.
- Firing smoke can use Acq. modifier but must then remove the Acq. counter.
- Smoke may be placed by ordnance/OBA only at the start of the owner’s PFPh/DFPh.
- Point Blank fire is not applicable for Area Target Type.
- Indirect Fire (MTR, OBA) is resolved simultaneously with the same Original Resolution DR vs each level of a building (provided it is not an Interior Building Hex), but there is an additional +1 DRM for each non-rooftop level of the building above it.
AFPh Restrictions
- A weapon fired during the AFPh cannot use Intensive Fire.
- Is limited to one shot regardless of its ROF.
- A vehicle (including its PRC) with either a Prep Fire or Bounding Fire counter cannot fire during its AFPh.
- If a vehicle fires any weapon other than its MA during the MPh it may not fire its other weapons/PRC during the AFPh.
- If the vehicle did not exhaust its Multiple ROF during its MPh, and did not fire any other weapons (including PRC) during its MPh, it may fire that Multiple ROF weapon (only) again once (C5.3) during its AFPh using the Case C To Hit DRM for ordnance, or halved FP for MG/IFE if not in Motion; or Case C4/quartered FP, if in Motion.
- Whenever an FFE:1 (HE) is placed onboard it may be declared as Harassing Fire.
- Each OBA [>= 70mm] Blast Zone is a two level +1 hindrance [+1 per blast zone, not per hex]. (C1.57).
- HEAT weapons may only fire at Inf if target has wall/building/rubble/pillbox TEM.
- Beware backblast effects of LATW weapons, can avoid BB if use Case C3 To Hit.
- Point Blank modifiers (Case L) are not applicable if the firer or the target are in Motion/Non-Stopped that turn (6.3). (Moved is OK)
- Frindly units have their Morale Level, or that of its Inherent Personnel, lowered by one while within the Blast Area of a friendly HE/WP FFE or Bombardment.
ROF & Intensive Fire
- No ROF [or Intensive Fire] for pinned units. (A7.81).
- A non-vehicular, non-turreted GUN changing CA loses one ROF for that shot. [Conditional ROF] (C2.5).
- A gun [EXC: some mortars] with no ROF that fires outside its CA is marked as Intensive Fired to indicate it may not IF(C2.5).
- SW (i.e. Light Mortars and LATW) may not Intensive Fire. (C5.6).
- Note that it is legal to be marked with “First Fire” in the MPh (when ROF runs out) and then fire again as “Intensive Fire” in the DFPh (vs. adjacent or same-hex targets only), as described in A8.41.
- A Gun which First Fires in the DFPh may get ROF but may not Intensive Fire.
- It is legal to Intensive Fire as Final Fire in the MPh with no limitation on nearest unit etc.
- Intensive Fire is available only to Guns (not SW), and can be used only if the crew of the Gun is not pinned, shocked, stunned, or marked with a Final/Intensive Fire counter.
IFE
- ROF reduced by 1.
- Firelane not allowed.
- May not attack Armor on the TK table.
- May not be part of a Firegroup.
- Normal range is 16 hexes.
- Behaves like an MG and can use Sustained Fire.
Vehicles
- For concealment gain purposes the Unit Size # is 4 (5 for Large or Very Large).
- Tanks must fire at a target in their own hex!
- Don’t forget Gun Duels.
- A CE crew cannot be targeted by ordnance (D.6).
- Use of a CMG against other than an acquired target causes loss of any pre-existing Acquisition (C6.5) by the MA.
- Only a Stabilized Gun (D11.1) may claim/retain its Acquisition DRM for Motion/Bounding-First Fire TH attempts.
- A vehicle (and its PRC) which starts its Player Turn in Motion may not Prep Fire and must expend at least one MP (even if just to stop) during its Mph.
- A tank behind a wall does not get the +2 wall TEM but is instead considered HD.
- While inside an AFV, the crew checks morale with a Morale Level equal to that of its nationality’s best unbroken elite Infantry MMC.
- Inherent crews of unarmored vehicles take MC with a Morale Level equal to that crew nationality’s best unbroken 1st Line Infantry.
- The CE DRM is not cumulative with any positive TEM.
Partially Armored
- The vehicle is attacked on the * line of the IFT (with no TH required for a squad’s inherent FP) and if destroyed the crew rolls for survival. If not destroyed the crew suffers a collateral attack and could break. ( small arms fire is not subject to hit location; it always “hits” the unarmored portion of that target aspect pointed towards it).
moving: a unit that is currently executing ITS MPh.
Motion: a vehicle that is not moving and not Stopped
Non-Stopped: a vehicle that is moving and not Stopped
Moving Target: a vehicle that is/has been in Motion and/or entered a new hex/used VBM this Player Turn.
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