@KansasBoyd:
First on damage. It takes three hits in one phase to destroy a vehicle. If a vehicle is already damaged, does it still take three hits in a phase? Or if it gets another damage counter in a later phase is that enough to destroy it.
The latter.
@KansasBoyd:
Second, does anyone else seem to think the four map layout a bit small? Ive only played once, and with being able to start five hexes from the end, it seemed like my opponent and I were right around the objective right away and it turned into a dice-rolling slugfest. There was little movement, just hammering it out.
Well, that’s the exact reason as to why I went out and bought a second Starter set. I wanted room to maneuver as well as have enough counters to play. I really didn’t even care about the models inside: I just wanted the maps and counters. Oh, and the second rulebook was nice too… one for each player/side. I happened to luck out and get my Tiger I in that second set though. Mmmm.
Do the extra 4 maps help? YES! It actually changes the whole game. Infantry absolutely needs transports or it takes a long time to slog across the terrain, which is nice and realistic to me. We also like to put down two Objectives (if both are held by opposite sides it’s down to Victory Points). Tanks have tons of room to maneuver and plenty of terrain to stalk behind. And with all of that room AT guns and mortars have a new importance (due to the size of the maps we use we allow AT guns to get hitched to jeeps, halftracks and certain tanks or they’d never see action.) as do paratroopers.
I highly recommend getting a second set if you can afford it. It also helps that some of the most “core” models to the game come in that set (more Shermans and Garands…Maus and Panzer IV? Sweet). I can’t imagine playing the game on 4 maps instead of 8 (sometimes we do 6). We only played once on the 4 maps before we went out and nabbed another Starter.
-=Grim=-