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.
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.