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Subject: recovered topic 6073

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07/18/2005 1:21 PM  
recovered topic 6073

Vaughan: You seem like a thinker. You seem to always be deep in thought. So what are you thinking right now?
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07/18/2005 1:21 PM  
The descriptions of a couple of test battles, using just the available stats, have me very interested. The rules seem clear and fairly concise, which is good. It sounds as if it will set up and play quickly, which is also good.

Haven't played it yet, so have no opinion on whether cover is too powerful. But digging units out of cover, IMO, should be a fairly painful operation. Combined arms will help: set up your infantry to assault, disrupt the defender from range, and then charge. Rinse and repeat. It *sounds* okay to me. Time will tell.

I'm very pleased that combat is mostly simultaneous. This will somewhat mitigate the effects of chance on initiative. I hope hidden initial placement will have a place in future releases. If not, there's always house rules. The orignal Squad Leader had good HIP rules using markers to indicate possible unit locations.

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07/18/2005 3:57 PM  
What I also noticed in my small test-game was that initiative with strike-and-fade -units is a difficult thing. If you win the initiative, you often have a difficult decision ahead; If you want to benefit from that advantage, you'll have to move (and shoot) first, which gives the advantage of reacting to opponent's moves away... This is pretty interesting aspect!

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07/19/2005 6:12 AM  
My guess is that defensive fire is fairly nasty (other than the once per phase restriction) If the moving unit is disrupted in the movement phase. The defending unit can use it's assault phase to shoot the same unit, which will already be disrupted & hence have 1 lower defense (i.e. an easy kill.) You do want to follow the advice in the rulebook and take your defensive shot against a unit when it's not in cover.
Cover looks too random, it's a 50/50 dice roll so if you shoot at a unit often enough you eventually get a shot "not in cover". And it might (randomly) be the first shot. I would have preferred cover to increase the defense value 100% of the time.
Not sure about Hidden initial placement; "as is" player-2 gets hidden placement, player-1 doesn't. But player-1 has the advantage of choosing map end & hence being closer to the Victory hex. I guess we will be able to tell from how players use the coin flip. If the winner of the coin flip always chooses to deploy 2nd, then the game balence needs hidden initial placment. If the winner often choose to deploy first then the 2 options are balenced. I would hope that A/H have playtested the deployment rules, but players have a different incentive from playtesters to find a way to exploit an advantage.
I don't like the 15 unit limit, with the turn sequence in AAM there is no artificial advantage from having large numbers of cheap units. So I don't see why they have a limit.

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

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07/19/2005 6:24 AM  
Having more than 15 units might make the game slower than it was planned, fast play is one of it's features compared to other wargames. Also they might have though organized play with this.

I wouldn't like to imagine the fight with 33 infantry units vs. 2 tanks [:O] Maybe the limit also encourages a little more variety to your army.

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07/19/2005 7:33 AM  
quote:
Originally posted by Sean-Khan
I wouldn't like to imagine the fight with 33 infantry units vs. 2 tanks [:O] Maybe the limit also encourages a little more variety to your army.


The Japanse might (historically) fight with 33 infantry. They never had a lot of tanks. Forbidding a Japanese style "Banzai charge" seems to me to reduce the variety of armies you can play.

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

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07/19/2005 7:43 AM  
I've never imagined they've had lots of tanks, moving infantry from island to island seems a lot more easier idea [:)]

In addition to 2 tanks, they have cannons, machineguns (I believe that those 2 large bases are such, could be wrong), commander and another unit, supposedly another infantry type (Any idea from historic base what this could be? bazooka?). So, with these you might be able to fill the army with 15 units nicely. 2 MG's and officer probably take 20 points or more, 8 basic infantry 24 points, so you'd have more than 50 points left for 5 remaining units... Well, this might not be enough for normal combat force, but to defend against an assault, yes. You'll surely want few machineguns and cannons there.

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07/19/2005 8:05 AM  
quote:
Originally posted by Sean-Khan
2 MG's and officer probably take 20 points or more, 8 basic infantry 24 points, so you'd have more than 50 points left for 5 remaining units... Well, this might not be enough for normal combat force, but to defend against an assault, yes. You'll surely want few machineguns and cannons there.


The only info on commanders we have is that the "Red Devil Captain" costs 7pts. So to use your example of a "core" japanese force of 1 commander & 8 riflemen, we have approx 69pts left for a maximum of 6 more units. None of the "Soldiers" we have seen cost more than 10pts each, including the AT guns. 6 into 69 does not work if you don't want to waste any points.
Note; The reason your numbers were "off" is you added;
2(Mg)+1(CO)+8(Rifles) = 11 units for approx 50pts (which is accurate given we know the Jap-MG is 7pts) But you incorrectly concluded you could have 5 more units. (sorry only 4 more)
The difference between 4 & 5 may look insignificant, but with a maximum cost of 10pts each you can't possably spend 50pts on only 4 units.

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

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07/19/2005 8:27 AM  
Much possible, there's still so much unknown. But to defend against assault you only need 80 points. If cannons, machineguns and commander would all cost 7, 3 cannons, 3 mg's and commander would cost 49. 8 infantry on that would make it 73 - not yet 80 but close. Maybe those units are higher cost, or maybe the missing unit is better infantry or something, so you might very possibly create a defensive force of japanese non-vehicles for assault -scenario.

Unfortunately it seems that it's not possible for standard scenarios.

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07/19/2005 8:47 AM  
I suppose I can hope the Japanese Officer is like Snig; "e.g. add 3 riflemen to this battlegroup, these do not count against the 15 unit limit."

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

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07/20/2005 12:19 PM  
Okay, I have not read (Red) the rulebook yet, haven't even thought much about this game, but I noticed this awesome title, titilating discussion--and now I'm prepared to read (reed) the rules!

Great thread title! Just read the rules. "Sir, yes sir!" You can't do any better in English.

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07/20/2005 1:52 PM  
Well it looks very interesting. I'll have to see how it plays at Gencon and do a few rounds. I wonder if we will have to create an axis and an allied force to play or if they will split the group in two...

For the Japanese, can't they use the German pieces as well, or are you trying to look at a completely Japanese force?

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07/20/2005 2:43 PM  
Well, completely Japanese force would be authentic, but it takes some effort to put together one. Btw does anyone know if Germany gave any equipment help to Japanese? I guess not, but you never know...

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07/21/2005 7:34 PM  
I might have miss read the rules but it looks like the axis or allies canbuild from any of their team mates. Can anyone else confirm?

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07/22/2005 7:17 AM  
quote:
Originally posted by striderlotr

I might have miss read the rules but it looks like the axis or allies canbuild from any of their team mates. Can anyone else confirm?



I think (IIRC) 2 ways to build armies. Axis vs allies is one way.
The other German and Italian only, Japan only, Russian only and US,UK and the french cowards only.

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07/22/2005 11:12 AM  
Okay, facing. I couldn't figure out if you used your front defense on the SINGLE side of the hex you were facing, or if it applied to the fron HALF of the hex? Anybody know.

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07/22/2005 11:14 AM  
quote:
Originally posted by jedijon

Okay, facing. I couldn't figure out if you used your front defense on the SINGLE side of the hex you were facing, or if it applied to the fron HALF of the hex? Anybody know.



there is an example in the rules. But basicaly the front 3 sides are front and the back 3 sides are back. The back is accutally slightly bigger if you look at the example.

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07/22/2005 11:18 AM  
The HEx facing is pretty easy once you get used to it.

Front is side of the hex you are facing and two sides on the left and right for a total of 3 sides.

Kaiserluger -

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07/22/2005 1:21 PM  
quote:
Originally posted by Newtoncain

quote:
Originally posted by striderlotr

I might have miss read the rules but it looks like the axis or allies canbuild from any of their team mates. Can anyone else confirm?



I think (IIRC) 2 ways to build armies. Axis vs allies is one way.
The other German and Italian only, Japan only, Russian only and US,UK and the french cowards only.



That is what I thought, but just wanted someone else to read it and make sure I was correct.

Thanks,

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07/22/2005 4:50 PM  
I echo those sentiments, but for my question! Thanks.

The wording kept throwing me, and for some reason the color on my monitor is off; so the 'shaded' hex could've been anything.

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07/29/2005 1:53 AM  
From the point of historical reality, the 15 unit limit is going to see lots of tanks, and only a smattering of Infantry, AT, and MG units, not exactly allowing you to sim any of the classic small unit fights from WW2.

Think of it this way. By September 1944 the US 35th Infantry Division (who is shown in the movie "Kelley's Hereos" if we are to believe their blue circular patches) had a tank battalion(the 737th) with around 50 operational Shermans and 14 Stuarts fewer than they were suppose to have because they were killed faster than they could be brought up and crewed) plus an rifle strength of around 7000 men in 3 regiments, themselves understrength (unlike the note in the game, the US always fought with fewer soldiers than the Germans) and 50 odd tank destroyers in the 654th Tank Destroyer Battalion. Assuming that a regimental combat team was formed that used both the tank and the TD battalions (which happened in Feburary, 1945 when the 320th Infantry Regiment (a replacement for the 737th, and one of the three negro tank units in Europe) of the 35th division teamed up with 784th Tank Battalion less Able Company, the 654th Tank Destroyer Battalion) and assuming they were actually full strength, then maybe 150 tanks and TDs would accompany 2200 rifleman, machinegunners, engineers, bazookamen, and other soliders into battle. Checking the math and we see that we should have, at best (and this did not happen often) 15 or so men for each tank.

In other words, we won't see many historical actions on tables because of that limit. An believe me, the above scenario is almost best case -- German tanks were always better than US tanks, but there were few if any of them around (and even if there were, they often were destroyed by jabos or had no fuel).

I can see there being a call for a historical version of the game for true grogs that will expand that limit and possible balance the tanks out so you don't have each side running around with more tanks that soldiers. This would also be possibly combined with some notes on units that never fought each other -- for example, I doubt a US Sherman ever faced a SIG33 in battle, by the time the Shermans rolled ashore in Africa the SIG33 was almost out the door.

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07/29/2005 8:45 AM  
quote:
Originally posted by Slapdragon
I can see there being a call for a historical version of the game for true grogs that will expand that limit and possible balance the tanks out so you don't have each side running around with more tanks that soldiers. This would also be possibly combined with some notes on units that never fought each other -- for example, I doubt a US Sherman ever faced a SIG33 in battle, by the time the Shermans rolled ashore in Africa the SIG33 was almost out the door.

Nice post. I wonder, though, whether many (any?) grognards will buy the minis for anything other than rebasing for use in other 15mm rulesets. Maybe...

But I did find the following in a source referencing the sIG33. This was the version mounted on a modified Pzkfw II chassis (but still mounting the 15cm gun).

"All were shipped to North Africa in 1942 to the 707 and 708 sIG Kp (SF) (heavy infantry gun companies). Took part in the Gazala spring offensive. Range of 4,700 meters."

Don't know how many were made, but it seems possible, maybe even probable, they were on the same battlefield with Shermans. [:)]

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07/29/2005 10:04 AM  
quote:
Originally posted by Vulturedoodle
...wonder, though, whether many (any?) grognards will buy the minis for anything other than rebasing for use in other 15mm rulesets. Maybe...


I suspect your correct, a lot of players will initially buy them for use with other rules. Not to replace their existing (much better painted)lead figures, but to allow them to play nationalities they have not had time to paint. Eventually they may try playing the AAm rules either because there is a tournament or because they have the figures and an hour to spare. I know a lot of ddm skirmish players started by buying the figures solely for the RPG.

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

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07/29/2005 3:59 PM  
quote:
Originally posted by Vulturedoodle

quote:
Originally posted by Slapdragon
I can see there being a call for a historical version of the game for true grogs that will expand that limit and possible balance the tanks out so you don't have each side running around with more tanks that soldiers. This would also be possibly combined with some notes on units that never fought each other -- for example, I doubt a US Sherman ever faced a SIG33 in battle, by the time the Shermans rolled ashore in Africa the SIG33 was almost out the door.

Nice post. I wonder, though, whether many (any?) grognards will buy the minis for anything other than rebasing for use in other 15mm rulesets. Maybe...

But I did find the following in a source referencing the sIG33. This was the version mounted on a modified Pzkfw II chassis (but still mounting the 15cm gun).

"All were shipped to North Africa in 1942 to the 707 and 708 sIG Kp (SF) (heavy infantry gun companies). Took part in the Gazala spring offensive. Range of 4,700 meters."

Don't know how many were made, but it seems possible, maybe even probable, they were on the same battlefield with Shermans. [:)]

Regards,
Steve F.



I don't think the British had M4s by Gazala (but I do not know for sure), Spring of 42 barely saw them in US inventories (although by November and the US invasion they would certianly be in NA). It would be interesting to see if they did. The 8th Army had Lees and Stuarts of course, fairly early.

The Sherman production started in October 1941, and were replacing Lees in US units by spring 42. The earliest reference I can find of British Shermans was October, 1942 when they are assigned to NA. I doubt any were in action earlier, as the US invasion was only the next month and even the US went ashore with lots of Lees. However, there is the possibility they co-existed, assuming a few survived Gazala and a few Shermans showed up early into the campaign.

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08/01/2005 2:00 AM  
quote:
Originally posted by Newtoncain



Cover is too powerful-makes the max damage you can do a disruption.

What are other peoples thoughts.



I think cover is too random to rely on. Unlike other tactical games, you only have a 33% or 50% chance of gettting it. Whether cover is a good treatment of terrain, I'll wait and see after a few games. I do think it to be a neat idea.


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08/01/2005 2:17 AM  
quote:
Originally posted by fenyan

quote:
Originally posted by Newtoncain



Cover is too powerful-makes the max damage you can do a disruption.

What are other peoples thoughts.



I think cover is too random to rely on. Unlike other tactical games, you only have a 33% or 50% chance of gettting it. Whether cover is a good treatment of terrain, I'll wait and see after a few games. I do think it to be a neat idea.


I love it. That's what makes basic infantry more effective and important. It's not perfect protection, but it can make those 3-pt units ánd AT-cannons really worth their cost!

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08/04/2005 2:20 AM  
I just checked out the rules and stats of the revealed units, and I'm pretty interested in playing the game.

The rules generally look very good, although the 50/50% roll for cover is quite annoying, because it injects some swingy luck into the equation. I would have prefer a -1 to attack rolls or something...

They also seem to have balanced infantry and vehicles versus each other and versus themselves in an accurate way. The fact that infantry don't provoke defensive fire from vehicles will give them a fighting chance to hit vehicles in their rear-defense values.

Right off the bat, though, I gotta say, that Italian Carro Armato definitely looks like its going to be at least one of the "chase" rares of the set - way too cheap for what it does when you compare its stats and abilities (even including the chance to explode after just two hits) to the 35ish-pt juggernauts. We'll have to see how anti-tank units fare, but right now that thing looks like the rare that Axis players will hanker after to have multiples of (like, 4 or 5 even) in their army.

I'm liking that Russian command tank too - fast, solid, no soft flank, and even carrying ability for your favourite grunts, all for the cheapest of the "juggernauts" so far. Very cool :-).



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08/04/2005 7:36 AM  
quote:
Originally posted by NightMoor
Right off the bat, though, I gotta say, that Italian Carro Armato definitely looks like its going to be at least one of the "chase" rares of the set - way too cheap for what it does when you compare its stats and abilities (even including the chance to explode after just two hits) to the 35ish-pt juggernauts. We'll have to see how anti-tank units fare, but right now that thing looks like the rare that Axis players will hanker after to have multiples of (like, 4 or 5 even) in their army.


"Sssh", your not meant to tell people that until after I have brought 4 cheap on ebay.[)][:o)]
Did you take into account that the M13/40 does not explode "After" being damaged, it explodes "Immediatly" the damage marker is placed, and hence might not get a shot in the assault phase that it is hit.[?]
And your only "half" right (specifically the Axis half.) The M13/40 is the most cost-effective Axis tank we have the details for (which doesn't include Panther, Tiger or Ha-Go). But it doesn't match the 21pt Sherman for cost-effectiveness. And I doubt it will come close to the 20pt Hellcat (no matter how weak the hellcats armour is)

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.
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08/04/2005 8:38 AM  
quote:
Originally posted by NightMoor
I'm liking that Russian command tank too - fast, solid, no soft flank, and even carrying ability for your favourite grunts, all for the cheapest of the "juggernauts" so far. Very cool :-).

Russian command tank?

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08/04/2005 8:49 AM  
I just can't see allowing myself to play a French (even the charbis) tank, Jap tank or Italian tank (to bottom feederish for me). Even if they have good stats.

Ok maybe a Charbis on an off day.

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08/04/2005 8:57 AM  
quote:
Originally posted by Vulturedoodle

Russian command tank?

--Steve


Russian tanks have "Transport" so they can carry a commander. And while almost every action is illegal while being transported. Commander affects don't seem to be on the list of things you can't do as a passenger. Hence the phrase "russian command tank".


quote:
Originally posted by Newtoncain

I just can't see allowing myself to play a French (even the charbis) tank, Jap tank or Italian tank (to bottom feederish for me). Even if they have good stats.

Ok maybe a Charbis on an off day.


Every time I think of playing a japanese tank, I remember that John Wayne film where a Jap tank looses to a bulldozer.[:D]

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

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08/04/2005 11:06 AM  
quote:

Russian command tank?

--Steve



In the description written by the retired army guy (Opening Salvo previews), he calls the T34/76 a command tank.


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08/04/2005 2:17 PM  
quote:
Originally posted by XAos
"Sssh", your not meant to tell people that until after I have brought 4 cheap on ebay.[)][:o)]
Did you take into account that the M13/40 does not explode "After" being damaged, it explodes "Immediatly" the damage marker is placed, and hence might not get a shot in the assault phase that it is hit.



Hehe, gotta keep the secret tech under wraps, right?

About the exploding ability, the rules state that markers don't take effect until you flip them over (remember, you only place face down markers to make it easier to remember who got hit during the assault phase), so I'm pretty sure the Armato can shoot back during assault. It just means it'll generally get killed off in return pretty often, while perhaps getting a single hit back at best...still, at that low price, with those decent attacks against vehicles and strong anti-infantry abilities, it might just be a steal.

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08/04/2005 4:16 PM  
quote:
Originally posted by NightMoor
In the description written by the retired army guy (Opening Salvo previews), he calls the T34/76 a command tank.

Not exactly. He says:

The 1940, T34/76 command tanks were the only versions equipped with radios. The first deliveries incorporated the 71-TK-3 shortwave simplex radio. This was replaced in 1941 with the 9-R short wave simplex radio. From 1943 onward, the T34 came equipped with the 9-RM-71-TK-3 short wave simplex radio. Internal communications were provided between the commander and driver only.

Meaning that only the command tanks had radios, not that all T34/76s were command tanks. But Xaos' comment makes a good point. Though Russian practice allowed infantry to ride tanks -- they were even equipped with handrails for this -- in AAM it may well become SOP to use the Transport ability to tote commanders. The term may well be entirely appropriate in this case.

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Steve F.

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08/04/2005 4:25 PM  
quote:
Originally posted by NightMoor
About the exploding ability, the rules state that markers don't take effect until you flip them over (remember, you only place face down markers to make it easier to remember who got hit during the assault phase), so I'm pretty sure the Armato can shoot back during assault. It just means it'll generally get killed off in return pretty often, while perhaps getting a single hit back at best...still, at that low price, with those decent attacks against vehicles and strong anti-infantry abilities, it might just be a steal.

I disagree. The special ability reads:

Highly Flammable -- When this unit receives a Damage counter, roll a die. On a 3 or higher, destroy it immediately.

IMO, this would take precedence. I don't know how else to interpret the word "immediately." This is supported in the Advanced Rules in the section entitled 'Special Ability Definitions' on page 14:

Abilities Trump Rules: When a special ability and a general rule say different things, the special ability wins.

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Steve F.

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Karl: I'm thinking I could use some more o' that potted meat, if you got any extry.


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08/04/2005 5:23 PM  
What I'm getting at is not whether you take the effects immediately or not, but whether a hit actually takes effect before the Casualty phase. This makes a big difference, because it appears, in the way the rules are written, that counters don't actually have any effect until you flip them up in the Casualty phase.

PG 12: "Hits, however, don't take effect until the casualty phase."

In this way, the Armato's drawback seems to only mean that you have a chance of killing the tank after just two hits (a significant drawback), and not that you can kill it in two hits AND do so without giving it a chance to fire back simultaneously. This makes sense to me, since units are supposed to be firing at each other simultaneously, so it shouldn't matter that you're going to blow up when the shell hits you, because you've already launched your own.

Still, this is definitely something that needs to be cleared up, I think.

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08/04/2005 6:52 PM  
quote:
Originally posted by NightMoor

What I'm getting at is not whether you take the effects immediately or not, but whether a hit actually takes effect before the Casualty phase. This makes a big difference, because it appears, in the way the rules are written, that counters don't actually have any effect until you flip them up in the Casualty phase.

PG 12: "Hits, however, don't take effect until the casualty phase."

In this way, the Armato's drawback seems to only mean that you have a chance of killing the tank after just two hits (a significant drawback), and not that you can kill it in two hits AND do so without giving it a chance to fire back simultaneously. This makes sense to me, since units are supposed to be firing at each other simultaneously, so it shouldn't matter that you're going to blow up when the shell hits you, because you've already launched your own.

Still, this is definitely something that needs to be cleared up, I think.

I don't see any ambiguity. "When this unit receives a Damage counter, roll a die. On a 3 or higher, destroy it immediately." It doesn't read "On a roll of 3 or higher, replace the damaged counter with a destroyed counter," or something like that.

I'm afraid I don't see any other way to interpret the word "immediately." Again, page 12 is a general rule, so it's trumped by the special ability.

You're right about one thing, though: downplaying the effect of the 'Highly Flammable' special ability would make this tank a bargain at 12 points. It's almost as good as the Sherman (21 points)...a little slower, a little less armor, weapon not as good against vehicles but better against soldiers; all this being counterbalanced by the M13/40's 'Overlapping Fire.'

Regards,
Steve F.

Vaughan: You seem like a thinker. You seem to always be deep in thought. So what are you thinking right now?
Karl: I'm thinking I could use some more o' that potted meat, if you got any extry.


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08/05/2005 1:19 AM  
I guess that this matter remains to be a mystery until we get clarification for the definition "receives" - does it mean getting upsidedown -counters or flipping them around... I'd vote for flipping around.

quote:
When hit counters are flipped over during the casualty phase, a Vehicle with a face-up Damaged counter becomes “damaged.”

quote:
phase. The tank isn’t actually destroyed and taken off the board until the casualty phase.

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08/05/2005 5:57 AM  
If it were flipping them over which mattered, I don't think the rules would bother specifying which type of face down markers you place.
i.e. for each hit you place a face down marker, you don't care which type because you print them with identical backs. Then the only thing that matters in the casualty phase is how many face down markers you have, not which specific markers. which would be noticably quicker to play.

Also from the rules;
immediate: An immediate effect happens right away. Immediate combat results don’t wait until the casualty phase to take effect. I don't think "Highly Flammable" would have used a rules-defined word like "Immediately" if it meant "in the casualty phase". Which it could have said by just leaving out the word "Immediate".

Oh, well an answer to get in the FAQ, I guess...

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08/05/2005 6:26 AM  
quote:
Originally posted by XAos
Also from the rules;
immediate: An immediate effect happens right away. Immediate combat results don’t wait until the casualty phase to take effect. I don't think "Highly Flammable" would have used a rules-defined word like "Immediately" if it meant "in the casualty phase". Which it could have said by just leaving out the word "Immediate".

Oh, well an answer to get in the FAQ, I guess...



Wow, I didn't notice that. But still, the weight is on the word receive, although my opinion is turning towards the moment of shooting... But I believe that Italians have the best commanders in the game to help in shooting before being shot at - right? [:D]

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