here is a rules questionm
I just played a few games with gamer, and these situations came up a few times.
When does the movement occur during the assault phase?
At one point does a unit need to be able to spot for a mortar?
Heres a situation. I have the initiative. If I move a soldier during the movement phase into LOS within 4 hexes of a unit (spotting for my mortar). During the assault phase (I go first with initiative) I attack that enemy unit with my mortar (spotting with my soldier). My soldier doesnt shoot, and instead moves during assault phase, out of LOS, and thus can not be retaliated against. Is this legal?
An inverse situation is this. I DONT have the initiative and go second. My opponent has already done his attacks. During my ASSAULT phase, I move my soldier into LOS and within 4 hexes of an enemy. Can I then use that spot for my mortar?
Basically, when and for how long does the spot have to occur?
1. You resolve move/attacks for one unit at a time.
2&3. I assume you are refreing to the mortar w/ the “Improved Indirect Fire” so any unit can spot? The special ability (having another unit within 4 hexes) must be satisfied when the Mortar’s assualt is resolved. It doesn’t matter if the soldier moved before or after that.
More rules help questions from a differnet newbie:
Each attack at the opposing unit must beat the defense.
Does this mean that each attack is set up completely seperately?Â Is there no way to combine fire against one opponent?
Rules clarification time for me in this made up scenario:
Lets say my opponent has an M26 Pershing tank with armor 7/6 and Superior Armor 2.
I have a Messerschmitt Me 110 w/ an attack on vehicles of 5 at short range and 4 at medium range;
three Mauser Kar 98ks with attacks of 2 at short range and one SS Stormstrooper with an attack of 8 since he is at 0 range;
and one Pak 38 artillery piece with attacks of 11/9/7 respectively.
How can I attack the tank?
Is the plane completely useless?Â The best he could do in his phase is 5 sucssess, but that won’t do anything on it’s own.Â Are the three Kar 98ks inefective as well, since they could individually only have 2 sucssess?Â Even the Stormtrooper at his best could only disrupt the tank with 7 or 8 sucssess.Â And the Pak 38 would have to have a tremendous shot even at close range just to touch the Pershing.
Is this correct?
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 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.
As far as air goes, I don’t like the idea of a sniper taking out a P51, that just seems quite improbable.Â An MG42 I can see.Â I also can’t imagine an M1 Garand nailing an ME109.Â Could it happen? maybe, but probably not.
Again I see it as more of a playability issue. Is it realistic? No, not even close. Heck really planes shouldn’t be in the game at a such a small level. However, I shouldn’t be completely screwed over just because I’m not using dedicated AA, which is otherwise a bit of a waste if my opponent doesn’t use aircraft (perhaps this is where a sideboard comes in… :).
It seems to me that these rules are encouraging a more defencive game and creating an environment where you want your infantry spread out - that way they’re less prone to enfilade/grazing shot, and can also perhaps get in line with a plane to help bring it down.
I didn’t get to play a game sunday with the rules, but I hope to some time this week to try them out.
Man… I was totally off in how I was running Superior Armor: I like how it was pointed out that you need to think in terms of hits not damage counters. That really clarified things for me.
OK, so maybe now that King Tiger won’t we such a game stopper anymore. W00t.
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.