Even so roughly 1/2 or 1/3 of your army is tied up in a fairly static base.Â An Inspiring Lt could help you some, as could some aircraft to take advantage of the spotters.
It all depends on what you’re playing against then.Â Your opponent shouldn’t know what you’re playing, so may not be prepared for that artillery attack, but even still that’s 85 points worth of units all tied up on just three mortars.Â If I were playing against it (as a standard 200 pt army and not one designed to beat it) I’d probably have some heavy tanks and 2x AI units; either Brummbars or Sherman 105s.Â It all depends on what the rest of your army is and how well they can function.
I don’t pay attention to number of units max, especially with the Soviets.
My 150 army, when the map calls for it, involves one Nashorn and at least two more decent tanks. This I play on defense and once I’ve got my movement kills on the enemy tanks, I will use the MBTs to close in and crush them. Of course, this means that I can’t let myself get too spread out (Nashorn is expensive so I have limited defense otherwise). Last night I tried this and got surrounded by the faster west-Allies tanks.
Wouldn’t that be the same as the “Assault” scenario type described in the rules? In which case the defender has 80 points and the attacker has 120 pt armies (going from memory here…). The defender also gets to place the objective marker.
So if you prefer a 300 point army. Then since 80 is roughly 66% of 120. Do the same to 300 and basically the defender gets a 200 point army.
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.
Wehrmacht Expert Sniper says,
â€œCrack Shot â€” This unit gets +1 on each attack die.
Superior Camouflage â€” While this unit has cover, enemy units canâ€™t attack this unit at medium or long range.
Headshot â€” Once per game, instead of attacking a Vehicle, you may roll six attack dice. If you roll three or more successes, put a face-up Disrupted counter on that Vehicle. This counter isnâ€™t removed at the beginning of the next casualty phase.â€
Q: Does the Crack Shot ability apply to Headshot?
A: Yes. The Crack Shot ability modifies attack dice, so the Wehrmacht Expert Sniper rolls successes on a 3 or higher.
Q: Does â€œhave coverâ€ mean that the Sniper has to succeed at a cover roll to get the Superior Camouflage ability?
A: No. A unit â€œhas coverâ€ just by being in hex filled with defensive terrain. This means that a Sniper with Superior Camouflage canâ€™t be attacked directly at medium or long range while itâ€™s in a forest, hill, marsh, or town hex.
Just keep it simple… when you move a unit… from one hex to another… if both those hexes are adjacent to an enemy unit, then that enemy unit can try to disrupt you.
Adjacent means same hex or bordering hex.
In some cases, you are forced to use defensive fire while the moving enemy unit is in a particular hex. For instance, if an enemy tank tries to move out of a hex containing one of your soldiers, if you choose to use defensive fire, you would likely have to do so while the tank is in the first hex (your hex). That’s because once the tank is in the next hex (one hex away), most soldiers attack value at Range 1 can’t result in enough successes to match the defense of the tank to disrupt it.
Provoking Defensive Fire: A unit provokes defensive fire when it moves from one hex adjacent to an enemy unit into another hex adjacent to that same enemy unit. The hex a unit is in counts as adjacent to that unit.
Soldiers and Vehicles: Soldiers donâ€™t provoke defensive fire from Vehicles. They can move around an enemy tank or even enter its hex without getting shot at by that Vehicle. Soldiers can exploit enemy Vehiclesâ€™ blind spots to move safely around them, but enemy Soldiers see them just fine.
Defensive-Fire Limit: A given unit can make only one defensive-fire attack per phase. For example, a US bazooka team fires defensively against a German tank in the Axis playerâ€™s movement phase, but when a second German tank moves into the bazooka teamâ€™s hex in the same movement phase, the bazooka team canâ€™t use defensive fireâ€”itâ€™s already fired defensively this phase. During the Axis playerâ€™s assault phase, the bazooka team will be able to use defensive fire again.
Optional Defensive Fire: You arenâ€™t required to use your defensive fire if you donâ€™t want to. For example, if your opponent moves a weak unit to provoke defensive fire from one of your units, you can choose to â€œhold your fireâ€ and let the weak unit pass in order to be able to use defensive fire against a more dangerous enemy moving later in the phase.
Multiple Defensive Fire: If more than one unit has the option to take defensive fire, you can make one unitâ€™s attack before deciding whether the other units also attack.