RFCM

Rules => SSPBI => Topic started by: martin goddard on March 11, 2020, 04:31:33 PM

Title: V8 Enemy
Post by: martin goddard on March 11, 2020, 04:31:33 PM
If you have not received V8 Enemy please let me know. Mistakes do happen; a lot !


martin
Title: Re: V8 Enemy
Post by: Sean Clark on March 11, 2020, 10:11:31 PM
To err is human, to forgive is divine.

Which is all well and good but have you ever had that moment where you finish the last figure of an army, bound downstairs to your significant other and declare your triumph and be greeted with garlands and fireworks and congratulations?

No, me neither.
Title: Re: V8 Enemy
Post by: Leslie BT on March 12, 2020, 09:58:55 PM
Yes received V8 and returned some comments.

A few comments.
In Section 40, enemy fall-back. With failed vehicles do they not remain and therefore create a partial square?
If after fall back you have lost a vehicle that has a paid for weapon MMG, etc is it still lost?
A maximum of three jumps per turn, if you have more how do you prioritise all the possibilities down to three?
Are all the assets used as in the main rule book?
Are you intending to have modifiers to go with the enemy building dice roll for any army types or theatre locations?
In the sequence how can you dice for roads for building placement when the roads are placed after the buildings. Buildings Section 16, roads Section 17.
If you have two or more foot infantry with your towed gun can these hold an objective?
Infantry mounted and arriving in vehicles, do you split the vehicles or foot bases? What happens with paid for weapons?
Infantry with towed guns how are these split?
Dead enemy officers, is it the part he is with or the whole unit? Before he is brought back?
The turn sequence Section 36 says only 2 jumps, elsewhere it says 3, which is correct?
In the Victory points are there any benifits or deductions to either side for tokens removed from play during the game?

I know its all still early days!!