Well… If you have a 100 point army… You could still have several pieces of Allied Armor, so losing one tank to permanent disruption isn’t so bad.
Posts made by General Di Caro
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RE: German Sniper
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RE: Suggestions for my 100 point Japanese army.
I could have sworn you called me at midnight last night and shouted into my ear, “I SAID DEFENSIVE!!!”
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RE: Suggestions for my 100 point Japanese army.
The Guadalcanal scenarios have some Japanese armies made up of all Arisaka’s and Machine Guns. They are in a defensive position and very tough.
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RE: Vote for the best officer
A special ability does trump normal rules… but usually states as much on the stat card. For instance, “Close Assault” It ignores cover.
Angriff doesn’t state “this movement ignores defensive fire.”
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RE: Defensive Fire
Yes, soldiers don’t provoke defensive fire from vehicles, unles that vehicle has a special ability that allows it to attack.
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RE: German Sniper
Go under the FAQ… look at the rules for the 1933 T-26 Tank and not removing face up disrupted counters.
Honestly, I can see how it seems unfair that it would stay the whole game, but then again, if your tank commander or whomever gets wasted, how would you replace him?
although your explanation of the rules seems to justify removing it the following turn.
I will write Avalon Hill and ask… and when they send me a response I will post it! -
RE: German Sniper
Well, it makes sense, doesn’t it?
Where did you get the replacements for the tank crew? “Oh, look, there they are! Walking up the road just in time to take over the tank! Good thing you guys showed up, because a German Sniper just took out the commander and we have no one to drive this thing!”
There are some tanks that can keep moving while disrupted, by the way. Like the Rhino.
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RE: Deployment hex?
No. Start at the edge of the map. Not a corner. Count 5 hexes toward the middle. Your units can go in those 5 rows. You are making it much more difficult than it is.
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RE: Deployment hex?
Within 5 hexes from your edge of the map, not counting half hexes
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RE: Rule question: Movement and positioning of vehicles
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.
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RE: Jeeps as Combat Vehicles?
The Jeep miniature has a machine gun on it. There you go.
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RE: Suggestions for my 100 point Japanese army.
I think the Americans should get the Enola Gay bomber unit… with the ol’ A-Bomb. It should have the “Incinerate” special ability.
That would handle them Japanese dug in defenders… and everything else on the map.Enola Gay. 100 points. Versus Everything. 100,000/100,000/100,000
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RE: Suggestions for my 100 point Japanese army.
I suggest you go with the Japanese Type VIII No-Chi-Kawasaki Tank… it’s 95 points. Versus Armor 26/24/22. Defense 12/11. Speed 11.
Oh, wait… no such tank exists. Sorry.
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RE: German Tanks
Tank Produced
Panzer I 3000
Panzer II 3500
Panzer III 5644
Panzer IV 9000
Panther 4814
Tiger 1350
King Tiger 484 -
German Tanks
There was thread before in which we discussed German tanks… The Tiger saw the battlefield before the Panther in mass action. The Panther’s Set I stat card says 1942, but wasn’t used in numbers until Kursk versus the Soviets until 1943. The Panther tanks made in 1942 were prototypes. The Tiger saw action in numbers for the first time near Leningrad in '42.
http://en.wikipedia.org/wiki/Panzerkampfwagen_V_Panther
http://en.wikipedia.org/wiki/Tiger_I
And for those who hate the Croc:
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RE: Suggestions for my 100 point Japanese army.
I think your question beings up a good point– which is that the standard game construction deters anyone from using the Japanese because of their weak units-- even their infantry and machine guns are substandard. How, one might ask, did “the Japs” even win a battle with this junk?
Well, the Guadalcanal scenarios lend some great balance, because they incorporate more terrain and defensive position detail.
But there are just some things that can’t be incorporated. Take Operation Barbarossa for example. When the Germans invaded the Soviet Union in 1941, they routed the Soviets for six months in every sense of the word and captured hundreds of thousands of Russian troops with their Panzered encirclements, and as a result of what was criminal incompetence by Stalin (and delusion that the Germans wouldn’t attack), among many factors.Â
However, in this game- if one were to play a 1941 scenario with the units provided- the Germans would have no answer for the Russian tanks (which of course mirrors reality). The KV-1 stat card incorrecty lists that unit as 1942, so if one were to play with historical accuracy, the Germans would have at best the Panzer Mark III (no early Mark IV models are provided, even though they weren’t too effective against Soviet armor either: http://en.wikipedia.org/wiki/Panzer_IV). The Soviets would have the T-34 and the KV-1.
The Soviets should win every 1941 skirmish under these scenarios, because you just can’t factor in to a nice fast-playing board game the circumstances that led to the disaster that was 1941 for the Soviets.
That being said, I love the game… play it as much as often… use hardly any house rules… and think your Japanese army is fine, depending on what your opponent is using. Use the Banzai Charge! If you make it through defensive fire, it basically guarantees you will kill the enemy unit.
-The General
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Defensive Fire
There seem to many players out there who don’t understand the defensive fire rules. Defensive fire can occur at any time, any phase when there is movement from one hex adjacent to an enemy unit to another hex adjacent to that same enemy unit.
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RE: Vote for the best officer
Defensive fire occurs in the assault phase, too. Not just movement. READ THE RULES
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RE: What about….?
If we get the useless Russian anti-tank rifle, why not a Russian machine gun?
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RE: German Sniper
From what I gather on the Avalon Hill website, the face-up disrupted counter stays for the entirety of the game.Â
It is not removed at the beginning of the next casualty phase.
Use common sense. Each turn is one minute of real time. The sniper takes out the tank commander and whoever else had the misfortune of sticking his head up. It wouldn’t be possible to get another crew to the tank to make it function. So the tank stays disrupted for the duration of the game, no more than ten minutes of real time.