The trick to aircraft is you actually have to practice patience.
Don’t place them if you can’t get a good attack in with them. Take out your opponents AA units with fast attacking forces; units like motorcycles, cavalry, and even some armoured cars were well. Once you’ve elminated them you should have air superiority. The trick is to get them out as fast as you can, because until then you’re opponent has a point advantage on you.
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.
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.
you must be some kind of genius.
all i can add is Avalon Hill is run by fantasy game idiots who spend all their time playing D&D when they were young and latched on to AH because they figured: “gee i can remain an idiot, get paid, and support a company based on other idiots besides myself”
WOTC has no idea what their targeted audience is because they wont accept that its still primarily wargamers who were with them back in the day, but they view everything through a constant reminder of being the company with the next “Magic: the gathering” cash cow because they desperately want to be a caterer to those young misfits with plenty of money from mommy. They should stick to grinding it out making legitimate games. When they have an idea its usually get in some hot designer, rub him down, and hope he can pull out a winner for the team.
Its almost like how Al Davis of the Raiders always gets these washed up guys who were great 5 years ago, and think all you do is take a chance on them only to get junked with another defeat. Its a cheap way to sell tickets, but does little to provide a constant steady cash flow and rather the sales go up and down like an elevator. AH want to do business by peaks and valleys and thats why they alienate people like you and me and don’t care.
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.
I’ve been toying with the idea of introducing soft cover and hard cover as game concepts for A&AM, and I’m looking for some feedback or ideas (and hopefully others might try it and tell me how it worked for them). Yes, they’re based on gross oversimplifications, but the whole game is based on such, so I don’t see this as a problem.
Soft Cover: Forests - Cover Rolls have a -1 to them, meaning that Soldiers have a 5+ cover save, and vehicles need a 6.
Hard Cover: Towns, Hills - Normal cover rolls as per the rulebook.
Erm. Yea, I’ll explain more in a bit. I have to log offline ASAP. But I see this as being a bit more realistic and tactical without overcomplicating things. I might give the standard infantry of each nation a “foxhole” ability one of these years too, one that allows them to treat soft cover as hard cover if they didn’t move in the movement phase that turn. I dunno yet.