With these new rules, you cannot start the game with your 88 or Bofors loaded on a transport, move to a drop location on turn 1, and dismount it.
How is that not broken!?
Agreed, this needs to be fixed.
He means that the US Hero can keep using the destroyed tank’s attack values turn after turn, until he leaves the hex.
The tank is destroyed and can be removed from play (though I suppose you can get cute and lay it on it’s side with the US Hero on top just for the visual effect and as a reminder what vehicle stats to use :-D)
SNLF Paratroopers are just fine. Definant Paratroopers are reasonable. It’s just the Screaming Eagle Paratroopers that are overpowered.
And yes, the fact that your army can roll/march through a hex and the next turn… Oh look you missed the paratroopers hiding there :roll:
My house rules have been ‘Deploy them with vanguard on turn 1, or they can come in on any mapside’
Makes them still good, but not nearly as bad.
how about a stick at the top of this forum that allows us to start cataloging summaries of all the rule disputes and resolutions we get, for ease of perusal.
dismounting or loading in the same hex does not trigger defensive fire
Gamer cheats, don’t turn your back on him
Commanders in vehicles still get their abilities but can’t be targetted. (blech)