Changing facing doesn’t take up movement “points.” When you get to your destination hex, you can face whichever hex side you wish. And instead of moving to another hex, you can change facing within the same hex.
However, if you are face-up disrupted, you cannot change facing, because you cannot move. And if defensive fire or a failed movement roll stops your movement, you must stop facing the hex you tried to enter.
For the exact rules wording, go to the Avalon Hill webpage and download the rules.
Over in the Rules Discussion of the Avalon Hill message boards, there’s that project called the “Historical House Rules [HHR]”, and it’s an attept to make the rule-cards more realistic and balanced for quite a few units (others were left alone). Has anyone tried using these? We gave them a spin the other night and they seem alot more realistic and had their actual historical capaicity on the battlefield. My only gripe is that the cards are in the A&AM colors, which means they’ll kill your printer if you want to print 'em up.
I’m thinking they are opening pandoras box.
Yes, you used to be able to bump an isolated infantry every now and then, but it was easy to fugure out.
If you wait until the end of the turn it will a nightmare to manage.
As you said, you move 2 Inf into a hax that already conatins two inf. The two original Inf now try charge forward in an MG and get disrupted so they cannot move. But its the end of the turn and you’ve moved a dozen units. Now what, you have to “unmove” the first two Inf that you moved to fix the overstack, hoping you remember which hexes they came from?
It gets insanely worse with vehicles.
No, that will break the game. They’ve done some odd things in the past, but this will break the game.
I have to beileve that the rule will be different than we are guessing. Something like, any unit that is overstacked cannot Attack. So you can overstack all you want, but if you dont resolve it by the end of the turn then that unit is pretty much a hood ornament. Or something equally different.
Thanks for the heads up, we’ll all have to keep our eyes peeled.
I’ve always been happy with this forum. I did try to get into Gleeminimum the other day and hit road block after road block just trying to login, register, blah blah blah. Run away while you can people and join in over here.
I thought of third one that is basically just a combination of those:
Spread out the support pieces, and have each one earn different points on top of their ability.
HQ = Aircraft points
Ammo Dump = Soldier points
Fuel Depot = Vehicle points
It adds more strategy as to what you want to hold. I’d say 2 ammo dumps, 1 HQ, and 1 fuel depot would probably make it the most fun.
1. On stacking limits in a two player game you’re correct - 4 Units total. Only 2 units per player, and only 1 of the 4 can be a vehicle (whether it’s a Jeep or a King Tiger doesn’t matter). However in multiplayer games it may work a bit differently.
2. Units never block line of sight.
3. Hills are basically no different from forests - they don’t give you any extra vision on their own (though some units can benefit from them because of SAs, like the Nashorn); the only difference is vehicles have to make a movement roll into the forest. That’s it. AH/WotC kept the rules fairly simple so no extra LOS mechanics.
4. You can move into a hex with an enemy unit, but doing so provokes defencive fire, as GrimJesta states. However remember disrupted units can’t defencive fire either. Defencive Fire is provoked if a unit moves from an adjacent hex to another adjacent hex (note moving out of an adjacent hex does not provoke defencive fire). The defencive firing unit can decide which hex to make the attack in. Roll the attack normally, but if you would score 1+ hits you simply cause an immediate disruption instead, causing the provoking unit to stop in that hex and end its movement. If the hex the provoking unit is being attacked in provides cover, then the unit rolls; if successful then the provoking unit isn’t disrupted and continues on. Each unit can make one defencive fire attack per phase, so a standard tactic is to move in first with a less threatening unit to draw fire.
5. You can’t die from defencive fire unless it was caused by a flamethrower; the three 6’s effect still applies. Except for units which are immediately destroyed (death by flamethrower, or a Carro Armato going up) the effects of damaged/destroyed/etc aren’t applied until the casualty phase after both players have made their attacks.