Not an expert, just well read :-D
1. Deployment is not movement, so would not trigger any kind of defensive fire.
2. As an aside, Heores are pretty much immune to DF anyway
3. Second aside, soldiers dont have a facing
Not an expert, just well read :-D
1. Deployment is not movement, so would not trigger any kind of defensive fire.
2. As an aside, Heores are pretty much immune to DF anyway
3. Second aside, soldiers dont have a facing
Face-down conters? No problem moving, the combat effect doesnt get applied until its flipped face up. Its supposed to make combat feel more simultaneous. Its the whole, “if you shoot the guy that just threw a grenade at you, you’ll still get blasted when the grenade lands” thing.
Overwatch is not an official rule, its optional. Be careful not to confuse the “Expanded Rules” (optional) with the new Revised rules update (which is really only 3 or 4 rules adjustements).
Mot
bump for new players
Just be aware they are optional, and not what I’d call generally accepted. Bit as long as you know who you are playing against and they are cool with it then you are fine.
First just so its said, tanks cannot make DF vs infantry (barring the Overlapping Fire or Awarness SAs),
Second, as long as the DF is made while the target is adjacent to one of the three “front” hex sides then yes you can DF. A tank moving completely behind a turretless tank is safe from DF.
That’s fine. You could also have bumbed the Infantry back instead. I’m not Advancing so its back to you.
I had to double-check, but…
Artillery units may only RETREAT if supporting an attack, if forced back by retreating friendly Cavalry, or if defending in a forest square. Artillery units RETREAT using the same procedure as Infantry, including RETREATS from a forest square into another forest square. An Artillery unit that RETREATS may not move, attack or support in the turn immediately following its RETREAT.
Sorry for the delay. If it says it can fire “only in front” then no, it cannot fire into its own hex. The siG33 for example, cannot fire into its own hex.
Looks like I had already made a move in the map file and didn’t post it…
FYI, massive computer issues lately. I’ll resume as soon as possible
There are no problems with 3D terrain, its just that WotC was targeting the game to be a bit on the simpler side. Some people on here have posted excellend 3D terrain pics.
I rarely play above 150, but I hear a lot on large-scale games. Probably best to start with some of the published lareg-scale scenarios to get an idea of how they work.
8 hours, hmm that depends on how new the players are. Refering to the rules can slow things down a bit.
What set(s) did you purchase? North Africa, or something else?
Well, its more an agregate of knowledge from all of the various questions asked and answered. Here’s some official tidbits that relate.
Stacking While Moving: The stacking limit applies only at the end of each player’s half of the movement and assault phase, after all movement and unit placement are finished. Moving units can temporarily exceed the stacking limit during the phase, provided each hex is within the limit at the end of the player’s portion of the phase. If a hex exceeds the stacking limit at the end of a phase, units must be moved back to their previously-occupied hex until the overstack is corrected. These moves are done in reverse order – that is, the last unit in must be the first one backed out, and so on.
WotC_Huscarl
Re: Overstack and no retreat–------------------------------------------------------------------------------
There is only one legal retreat hex for any given overstacked unit – the one that it came from when it entered the now-overstacked hex. The last unit in the overstacked hex must back up to its previous hex.
If that causes another overstack, then it sets off a daisy chain of unstacking. The last unit in is the first one out.
Steve
OK, I looked up the wording:
“Instead of attacking during your assualt phase”
It can only be used on your own assault phase.
You are right on.