Starting this as I'm aware of loaded a few questions into another thread that might get lost.
Please add your queries here so Martin has one place to look when he gets the chance.
What does the bodyguard do? Other than dying when the general does, I can't see what he adds.
Thanks for doing this Sean.
At the moment the body guard can die for the general and also be included in assaults as target or assaulter.
martin :)
Quote from: Sean Clark on July 03, 2024, 05:09:13 PMStarting this as I'm aware of loaded a few questions into another thread that might get lost.
Please add your queries here so Martin has one place to look when he gets the chance.
I think we might need a thread for each successive version of the rules, Sean.
Simon
True but at the moment they're coming thick and fast! :D
Indeed.
Yesterday's query and answer is no longer valid today...
Simon
Helicopter rules. New rules say RCL, mortar and heavy armour cannot shoot at helicopter on one line.
Then it says they can shoot at proximity on the next line.
Can they or can't they?
John
So does that mean the bodyguard cannot save for himself. If the general has to roll a save and fails the bodyguard dies instead. That's his only role in the game?
( OK just noticed that version K has come out so this may be different)
What is Maertin going to do after 26 versions? Go to ver AA?
Derek
Version K? I've only got version G.
John
Bodyguard team can be hit and save.
If the general dies, the bodyguard can take his place. It is their job.
The bodyguard can also join in on fights.
I think an old sentence remained in the book John. RCL, heavy armour et al cannot shoot at helicopters.
I am expecting helicopters to do a bit of damage then go.
There has only been one game with a helicopter in it so far.
martin ???
The amount of changes will lessen soon.
The amount of changes will lessen soon.
Yeah Yeah Yeah !
LOL
Derek
I think most of us are used to rapid changes early on as things come and go, before they plateau off as we near the finish line.
Keep it coming!
Quote from: John Watson on July 03, 2024, 08:24:06 PMVersion K? I've only got version G.
John
I think Derek is mixing his P'sand Q's.
What until we get to O's!
Or as my granny used to say "Mind your Ps and Qs or you'll have to mind your Rs".
Version G
Section 15 page 25 Unit Leaders
Bullet point states that ULs can't shoot (think that's got left in from SCW).
Nick
Sean has it right. This is about set number 30 of published RFCM rules.
martin :)
Thanks Nick
I will get another version out at the weekend (or before).
Are the helicopter rules clear? I am working at them.
martin :)
Quote from: martin goddard on July 04, 2024, 09:49:36 AMThanks Nick
I will get another version out at the weekend (or before).
Are the helicopter rules clear? I am working at them.
martin :)
Helicopter rules look good, and are mostly clear Martin. These are the bits that perhaps need clarifying...
Duration section - "Each owner turn the owner will roll a d6 (no roll)" - I think that the brackets should say
no re-roll Being shot at section - "Heavy armour, mortars and RCL cannot shoot at helicopters. These weapons can shoot from proximity range too." These 2 sentences seems contradictory.
Finally, "Each score of 6 deducts 1 from the helicopter duration. No saving rolls are applied." If the intention is that shooting at helicopters only affects it's duration in the game, and not actually destroys it, then I think that could be more clear stated at the start of the helicopter rules.
regards,
Nick
Which version are you quoting from Nick?
Quote from: Sean Clark on July 04, 2024, 01:28:46 PMWhich version are you quoting from Nick?
Sorry, version G.
Nick
That is indeed different to my version G :)
Nick
Ahhh. I was getting confused by looking at F ;D
Deleted the previous! It was from F
Read G now.
I say 'booooo!' if we can't shoot the helicopter down! 😂🤣😅
It's always one of the best bits of the game in Vietnam.
Plus a Blackhawk Down game would be very difficult :)
I am sure it could be deployed as a destroyed chopper on the count of 12?
martin :)
Good thinking.
I've just relaised there's no stream/river scenery.
Is this something that can be considered as I've just bought and painted a lovely steel girder bridge 😂
I will certainly think about river stream. However, Africa is famous for bridges that go nowhere. They are corrupt projects by African leaders.
ie. A bridge costs 1 million. You give me an invoice for 3 million. 2 million in my family fund. You can build any bridge you fancy with any materials. Sorted.
martin :)
I will get a new version out this weekend.
martin :)
Prepping for my first PE game this evening, slightly later than many of you.
Some basic queries (and sorry if already covered elsewhere that I can't find) but...
1) Where you pay additional points for extra items (e.g. 2 mortars) do those specific extra items have to go in the same unit or can I split them? I didn't see this specified in the 'L' version I am reading. Page 20 says foot crewed items are added to existing foot units, plural, which implies to me I could split them.
2) Do I have to spend the 17 points? Page 20 says I 'can' spend them but doesn't say I must. Is there any possible benefit from not spending them? Should there be?
3) I get that buying extra tanks or vehicles creates a new unit. If I buy two sets of vehicles does this create two new units or can I merge them into one?
Cheers
Dex
Hello Dex
Good luck with navigating the confusion I am emanating.
1. Extra items can be split. e.g a pair of mortars might go one to a militia unit and the other to a regular unit.
2. You might find it tricky to hit the 17 but no overspend is allowed. No benefit at all from not spending it all.
3.All vehicles and guns operate pair=unit. If you buy 4 technicals you have created 2 units. You cannot buy two pairs and mix them. They stay in the pair as bought.
martin :)
Quote from: martin goddard on July 18, 2024, 11:19:41 AMGood luck with navigating the confusion I am emanating.
martin :)
Thanks Martin. I'll let you know how things go this evening.
Okay. So got a first playtest in at the club last night with Terry; version L. To keep things simple we just played with regular units.
I will confess to being sceptical about grid games but I have to say it all seemed to work out logically in the end. I was absolutely slaughtered in the game but I fundamentally did enjoy the process!
We had several moments of confusion about how things should work, clearly got some aspects wrong, but also ended up with a couple of eureka moments! Particular highs were when the penny dropped on how the pinned mechanism works. That was a genuine sublime moment where we both said "Wow, that subtle and clever!"
Some specific elements that seemed unclear (or we just have not found the right bit in the text):
Unit deployment
When initially placing units on table we could not find any written direction on whether the entire unit has to go in one square or you can spread it across several. The section on reinforcements indicates you can place a single unit across two. However we could not find anything specific on initial deployment. We played it as the entire unit deployed in a single square and this led to automatic overcrowding.
Unit leaders
The mechanisms for replacing unit leaders seem clear enough. However we couldn't see anything to indicate how unit leaders might become casualties other than by dint of being the last base in a square. Or can the firing player choose the UL as a target base in the same way they might target a heavy weapon stand?
Fall backs
This addition refers to pursuers but I couldn't see any indication of who could pursue when. For example, if defending bases win against an assault, do they automatically exit their square and occupy the square the attackers came from? And, if attackers win their assault, do they pursue into the square the defenders have fallen back into?
General observations
Admittedly, this is from a sample on one! In our game, the defender deploying up to row four felt like leaving little maneuver options for the attacker. The defender occupied some key terrain and it became a slog for the attacker effectively deploying and going straight into close action. Casualty rates for the attacker seemed high as a result and the game felt particularly bloody.
The communications mechanism was interesting but, whether it was just our dice rolling, reinforcements was the dominant result meaning virtually all our toys were on the table very quickly.
We dispensed with bonuses on our initial reasing as this section appeared unfinished and confusing to the uninitiatiated. Re-reading it again this morning it makes more sense. However, there may be merit in highlighting these are effectively generating specific 'counters/markers' which you then use later in the game. A specific separate list of those counters might be useful.
Finally, the special terrain idea is a good one but a 3in width feels very restrictive, especially compared to other terrain templates. There is also a reference to Spain on page 44.
Cheers
Dex
Excellent Dex
This is exactly what is needed.
I often assume things which do actually need an explanation.
I will update all of the things you suggest. Good stuff.
Unit deployment
Reinforcement units can use one or both of the arrival zone squares.
At the game start the attacker units can be spread out in any way. This usually results in units being spread over 3 squares.
Unit leaders
The owner chooses who is hit.
The leader often gets hit because the number of hits equal or outnumber the target bases. I often put a hit on the leader if the save score is poor because a +1 can really help.
Fall backs
I will make the "after assault" moves clearer.
General observations
If the defenders deploy all up front then the attacker can choose where to set up and move up. The attacker can decide where to attack before the defender can react.
Communications
Players can choose 0,1,2,3,4 etc before the D6 roll.
If a player chooses 0 then only a roll of 6 will create reinforcements.
If a player chooses 5(if he has that communication level) then 1,2,3 will get reinforcements.
In N more stuff is off table.
The communications mechanism was interesting but, whether it was just our dice rolling, reinforcements was the dominant result meaning virtually all our toys were on the table very quickly.
Special scenery
The 3 inch width gives space for players to deploy bases on the 12x6 template without needing to heap on any particularly tricky special piece. Also, a 10 x3 will obviously have been made specially for AK. That is intentional. Otherwise, a canny player will slap any old scenery piece he owns on the table and claim. Players will probably enjoy the challenge?
At the simplest level, players can stick a bridge on a 10x3 base . Then add a vehicle and sign. All done. The extra victory points are few but specifically designed to reward players who make the effort to enhance the game.
I have done an example piece and it works well.
This all makes progress, thanks Dex.
martin :)
On defender deployment, the layout of the templates has a big impact. So as an attacker keeping things out of row 4 where possible might be a tactic as the defender is unlikely to want to put his men in the open.
The Communication mechanic is for me quite a subtle phase where you can weigh things in your favour by working on averages.
Having played and playtested RFCM rules for around 20 years now, I think I make certain assumptions. It's great to have you on board Dex as I think you see the wood AND the trees 😄
Agree with all of that Sean.
martin :)
I haven't got another game (with an opponent) planned just yet but was re-reading 'O' (no, not that story!) this morning.
A couple of penny drop moments. However...
Page 43; Game length. Having both players roll for countdown is a departure from the previous sets.
Query 1: Are both players maintaining independent totals or both reducing the same total? I couldn't see this specified.
Query 2: If the latter, isn't this making for a much shorter game (which may be the intention)?
Query 3: Re-rolls are allowed but is this just for your own die roll or could you force this on the opponent? Again, I couldn't see this specified.
If it is similar to other recent rulesets then at the end of your own turn you roll a d6. You can accept the first roll or roll again. You must accept the re-roll result. It is your choice to re-roll, not your opponent's. The countdown is shared; so in a single complete game turn the countdown is reduced twice by a total of between 2 and 12.
John
Thank you John. Sorted.
Dex, I will put an eg in the rules. Good comment from you. I do tend to "assume" quite a bit. Whoops. Onwards.
martin :)
Dex,
I think the intention is for around 5 turns each. That would be the average with no rerolls. I'm not sure what the impact rerolls has on this. Typically the defender wants higher rolls and the attacker lower rolls although this can switch depending on how well a player is doing.
Queries from game today - version Q...
Bonuses - A-D make sense. E (random) though, am I right that this one is different, i.e. you only get it once and the number you win by shows what you get? (I had the storm (2) - found it a bit unwieldy in the game to be honest)
Taking cover - perhaps needs more in the rules on this - its own little section for clarification.
Saving rolls - scattered buildings aren't specified, only solid buildings. Assumed 1 for scattered, same as partial cover ?
Assaults - unit leader gets +1 die, does the general get this too?
Reinforcement arrivals - not sure about reinforcements pushing enemy bases out of the way, especially when taking cover in a template.
All good though. (Really like the Communications idea in these rules)
regards,
Nick
Also, tried the new Light Armour with heavy gun (Panhard armoured cars). Thought that worked well.
Nick
Thanks for the notes Nick.
I will put them in R
martin :)
1. Correct regarding the random event. The only one I've seen used so far is the dust cloud. I think these are meant to be rare occurrences during a game that create an interesting challenge. I suppose with both ayers agreement you can ignore this...or invent your own if you don't enjoy it :)
2. I think Im right in saying Take Cover first appeared in Fighting for Mexico. It is one of the newer concepts in RFCM games. It's impact is to in effect turn an open square into partial, or partial into a solid building (not blocking line of sight obviousley) as it improves the save roll by 1. But this only applies if nothing enters or leaves that particular square during a turn. Defenders start the game Taking Cover.
3. You are correct in that scattered buildings are in effect partial cover that blocks line of sight.
4. I don't have the rules open, but if I remember correctly the general gets no bonuses in an assault.
5. Regarding reinforcement arrivals, I think the reasoning here is that it would be too easy to block reinforcement areas. Removed bases get to claim Take Cover, can choose the direction and get to take their bodies with them as compensation.
6. Comms is my favorite part of the rules at the moment. I think better players will make better use of this than others.
7. I'm cautiously optimistic about the vehicle changes but not tried them yet.
Version R - Partial scenery.
Page 49 "A player may place partial scenery on top of jungle, hills, road or non-templated
squares. "
Page 58 "A player may not place partial scenery on top of jungle, gullies or buildings."
Curious as to which is correct. Also,I quite like the idea of being able to open templates up a little by the placement of partial scenery.
Dex
Traditionally in other RFCM games, partials can't go onto templates other than hills. Effectively, partials are there to give cover o exposed, open squares amd are really useful on things like hills. Jungles and buildings already give +2 to saves so serve no purpose.
They can be used quote tactically when set up... but I've no idea what those tactics are 😁
I have made an error there Dex (first time ever). Partials cannot be on any template except hills. The amount of scenery needs to be present without either player having the choice to minimise it.
Partials Tactically
1. Put them in your arrival zones to give some cover.
2. If defending, avoid placing them in contact with jungle or solid buildings so that any assault would be hard work. Opposite for attacker.
3.Make path with them leading from an arrival zone to any good cover.
4.Do not give any to that attacker side of the table. Make them expose themselves!
5. Partials can be very useful on rough hills, as combined with taking cover, they are safe locations from which to shoot or be shot at.
6. Place them near a minefield, so that a quick dash across the mines can end in some sort of cover.
martin :)
Thanks guys.
That resolves the apparent contradiction in the text. The tactical use seems the next challenge; got a game on tonight. Will report back.
Terry and I had a good game last night. Some more queries and observations. Just spent an hour writing them up here for the system to log me out! So you'll have to wait until this evening!
A small defender win. Played nine turns over three hours and got the countdown to nine (delayed a bit by rules referencing and had to packup at club end).
(https://i.postimg.cc/t72DgKxF/454235109-8072647699464627-1520274165807374842-n.jpg) (https://postimg.cc/t72DgKxF)
Well, first of all the table looks great Dex. That is one of the key criteria of AK. ie It needs to look good.
I look forward to your thoughts Dex.
If I ever do longer reply I copy it so that it is not lost work. That can be very annoying. Text also gets lost of someone else posts at a similar time. It just disappears (sad face).
Thanks for doing the work Dex.
Maybe AK will be done by Christmas (got that from all those war predictors).
martin :)
Take Two!
Okay, as noted, it was a good game was we actually understood some concepts and the turns flowed faster as the evening progressed. However, there were still a few aspects where we scratched our and, despite referencing the rules, still had some uncertainty over the Rules As Written (RAW), version R.
(https://i.postimg.cc/wyn1cbcj/454636832-8072648279464569-3698111751141532490-n.jpg) (https://postimg.cc/wyn1cbcj)
Bonus Tokens and Battle Points:
We had skipped this in the previous game. The allocation of dice was straight forward enough, as was the method. However, we had a bit more discussion around the outcomes. We weren't sure whether each success itself generated a bonus or whether it was only the winning player who would walk away with bonuses. So, in 'The Leader' Terry rolled one success and I got three. We read this as me having two net successes and therefore I would get two bonus counters and two battle points whereas Terry would get none at all. This felt a bit of a departure from Reloaded in that only one side would ever had bonuses of a particular type. That might be deliberate in design. We did wonder whether an alternative reading, whereby I would get three bonuses and Terry one, with or without battle points, would create more in game action.
I made some chits to track the bonus tokens. However, I renamed 'The Equipment' to 'The Gear' as this took up less space.
We ran through the rest of this, each winning two bonus rounds and managed to end up with a tied result for battle points. The re-rolling on page 43 seemed clear but we were not sure whether the five re-roll attempts should be attempted with a new, single dice throw, or whether we would be re-rolling the same number of dice we had allocated to the random event.
In the end, we used a single dice. Terry won, the difference indicated a Sirocco, and he chose to attack.
That brought us on to deployment.
The table on page 45, Units on Table, bearing in mind we originally had a tie of battle points, does not have an option for Zero excess battle points. I am presuming that winning the tie dice off is counted as having another battle point to take you up to one? However, this didn't seem explicit.
Deployment/ Units on Table:
Although the name of the table gives the game away (on re-reading), on quick scanning during play we questioned whether the reference to foot and vehicle mean individual bases and individual elements or units of foot and vehicles. The re-reading, to me, now confirms it is units but maybe the table needs to specify this (e.g. on 1-2 Excess battle points the attacker places 2 foot units and 2 vehicle units).
Pinned and Return/Opportunity fire:
Re-reading RAW today, we played elements of pinned and return fire wrong (for example we didn't allow pinned elements to return subsequent return fire in same turn they were pinned – I see this was wrong). We also allowed units to be pinned through return fire which I see, RAW, was wrong. This restriction, on page 85, was not something we noticed so it might be one to highlight in the shooting / result tables.
Artillery:
I was lucky enough to get this two or three times. We both really liked the process. Simple and effective. I did, however, feel a little gamey when I targeted the artillery on a empty square to catch two different units which were in the two adjacent squares. I wondered if it might be fairer to require the centre square to actually be occupied with a target?
Action Points and Movement:
We got this in the end I think but there were questions. We weren't sure, once the dice was allocated, whether different elements / bases, doing the same thing, would share the cost. For example, I want to move three bases out of an open square, that would cost 1 AP instead of three, if they all moved to the same square. However, if they each moved to different squares that would cost 3AP? What if they all fired from the different squares; would that be another 1 AP overall or 1 AP each?
Terry also suggested that, maybe, militia elements should be restricted to all doing the same thing.
The Scirocco:
We both liked this as a random 'thing' and it's process(ion) was straightforward enough RAW. However, I did query whether elements could fire or move into the squares covered by the Scirocco. We played as not. RAW didn't specify.
Overall:
We both enjoyed the game. We had a bit of a discussion as to whether taking territory is objective enough or whether the game should still have some specific objective locations. Our jury is still out on that. Basically as defending I deployed forward into good terrain and managed to avoid being evicted and, as such, that won me the game.
However, I am now looking to see what special terrain element I make. Terry has acquired a lovely Buddha statue for his. And I've nicked a technique from Sean Clarke on making templates...All good!
(https://i.postimg.cc/SJXNyr4y/454355345-8072648056131258-4460726459200291369-n.jpg) (https://postimg.cc/SJXNyr4y)
When an army can buy an extra unit for 10 points, can it be any class of unit (prof, reg or militia) or is the army restricted to an extra unit of what they are normally entitled to?
John
John, the quoted maxima of each unit "class" per army need to be respected.
Simon
The Colonel has it. Once you've decided on your 3 on table units, the 4th can be whatever is allowed from your list to stay within the min-max of each type.
Dex13,
You had it correct re. the bonus tokens and battle points: you get two of each and poor Terry gets none.
The "units moving out of a square" thing is fairly standard to many RFCM games and may need an example to those less familiar. But the cost (1AP) is the same if 3 bases go from the motivated square to the same square or to 3 different squares. If they still have points remaining, then all can fire (from one or several squares). While noting that each firing may provoke return fire, so probably not a good idea to shoot with a solo base :)
I hope that this helps, rather than the opposite!
Simon
As an aside, it's interesting that some (including the rules) say "Sirocco" while others (including me) say "Scirocco".
Both are apparently acceptable in the English language (since the word comes from Arabic anyway). But I always hankered after the VW...
Simon
I am not sure about sirocco. The VW Scirocco is good to say.
martin :)
Quote from: Colonel Kilgore on October 09, 2024, 07:37:39 PMBut I always hankered after the VW...
Simon
I had 3 over the years all the late 80's / early 90's GT2 models. Nice to drive, and fairly practical cars, easy to repair too.
Best wishes,
Martin from a village near Grimsby
Quote from: Colonel Kilgore on October 09, 2024, 07:37:39 PMAs an aside, it's interesting that some (including the rules) say "Sirocco" while others (including me) say "Scirocco".
Both are apparently acceptable in the English language (since the word comes from Arabic anyway). But I always hankered after the VW...
Simon
The things you learn on this forum!
A few quick clarification questions after reading through the rules once. I may have more in time. :)
1) Other than the pull back after melee, am I correct that unit casualty bases can not move?
2) Even though a base is converted to a casualty, you can still 'recover' that base back from the 'dead' though the 'damned militia' communication event. So it's not always really dead.:)
3) You can only ever get back to the starting size forces through the 'damned militia' communication event.You can't raise extra troops though this.
4) Does provoked shooting ignore shooting priority and always targets the provoking square ? i.e. either they shoot back at who shot them or at the square where an opponent activated.
5) A unit does no need to be activated to take cover. I assume not but wanted to check. So taking cover does not generate opportunity fire on it's own as it is not an action.
6) Is taking cover in effect from the start of a turn i.e. when declared/planned for that turn, or only after the player turn when nothing moves into/out of the Square?
7) A square only provokes opportunity shooting when it attempts an action/makes an AP roll. This affects shooting order so the ative player decides the order of units activated and generating the provoke etc.
Rules Question
Reading HE in communications, it says deviation 1= shot 6 = over.
What exactly does this mean?
Closes i can find deals with placing roads.
Maybe "shot" is a typo, and should read "short"...? Then it makes more sense! ;)
Jon.
Yes should be short not shot!
I've tried to post answering Mellis' queries several times but the post keeps getting lost. ::)
Some thoughts from me about the questions Mark.
1) Other than the pull back after melee, am I correct that unit casualty bases can not move?
Casualties never move unless a fire(burning) event. They can be removed at distance by the 5 on communications.
2) Even though a base is converted to a casualty, you can still 'recover' that base back from the 'dead' though the 'damned militia' communication event. So it's not always really dead.:)
The damned militia are new men that are joining the unit. The limit to initial unit size helps players know which unit the bases are from and prevents players perverting the rules.
3) You can only ever get back to the starting size forces through the 'damned militia' communication event.You can't raise extra troops though this.
You are correct. Players do not have to have a spare box of bases.
4) Does provoked shooting ignore shooting priority and always targets the provoking square ? i.e. either they shoot back at who shot them or at the square where an opponent activated.
Yes, correct. Shoot back at the square that provoked you.
5) A unit does no need to be activated to take cover. I assume not but wanted to check. So taking cover does not generate opportunity fire on it's own as it is not an action.
Taking cover is created by not moving. No AP cost.
6) Is taking cover in effect from the start of a turn i.e. when declared/planned for that turn, or only after the player turn when nothing moves into/out of the Square?
A square needs to do nothing. The take cover reward is earned at the very very end of the turn.
7) A square only provokes opportunity shooting when it attempts an action/makes an AP roll. This affects shooting order so the ative player decides the order of units activated and generating the provoke etc.
We usually do opportunity fr the whole army at the turn start. Then do additional opportunity shots as the turn develops.
Keep on gaming
martin :)
Hello N(?)
Thanks for finding the shot/short error. Where is that please? Then I can sort it
martin :)
Quote from: martin goddard on August 24, 2025, 05:39:47 PMSome thoughts from me about the questions Mark.
2) Even though a base is converted to a casualty, you can still 'recover' that base back from the 'dead' though the 'damned militia' communication event. So it's not always really dead.:)
The damned militia are new men that are joining the unit. The limit to initial unit size helps players know which unit the bases are from and prevents players perverting the rules.
7) A square only provokes opportunity shooting when it attempts an action/makes an AP roll. This affects shooting order so the ative player decides the order of units activated and generating the provoke etc.
We usually do opportunity fr the whole army at the turn start. Then do additional opportunity shots as the turn develops.
Keep on gaming
martin :)
Thanks for the answer.
For the 'damned Militia' I can see that being the case for the Militia, but for the other levels, especially the professionals to me it feels like the the remainders of the troops returning after handling the casualties etc. but is know this is just a mental thing.
for the opportunity fire, I think thats an important clarification and could even be in the turn order.
Mark
I can't seem to find where it says Shot instead of Short ?
Miles
Good point Miles.
It is probably there and I want to find it.
Maybe it is a playtest copy?
martin :)
Martin,
I have checked my "published" PDF, and cannot find the mistake.
I think it's something we picked up in proof-reading. The HE section does indeed now say "short" instead of "shot".
Panic over?
Simon
Just done my first read through of the new Ak47 rules, and it seems very straight forward (after using the Pbi rules!), Except one anomoly?
Victory conditions
On page 112 bullet point 4, in bold it referee to "the same piece of scenery", but other references on the previous and same page say "in scenery"
The later seems to make more sense ie opponents force -2 if in any scenery between your forward units position and your base line.
Good note Graham.
It is a clarification that maybe needs more sentences.
1. The opponent must be between the claimer and the claimer's base edge.
2. The claimer must have at least two bases to claim the interrupt.
3. The claimers 2 bases must be in the same square. The claimer cannot have a single base in a scenery piece and a second in another scenery piece.i.e the two must be together not two in total.
4.The claimer's 2 bases must be in a scenery piece and not in partial or open scenery.
5.The two bases must be foot bases.
This should be comprehensive enough to give clarity I hope.
The problem in all rules is that long sets of clarifications as above can make the book very big indeed.
martin :)
Just a clarification please on Helicopter arrivals.
P41 says Helicopters arrive when the owner decides
ok BUT
Do they have to be activated first, either as an original choice of a vehicle at deployment, or after a successful communication result for reinforcements?
Reads like "free" reinforcement? With ultimate ability to arrive exactly when required, (not very peterpig!!!),
I have also found at last a use for my dead cow models, a good way to mark minefield!
Hello Garham
Sounds like you are getting stuck into AK games. Thanks.
Helicopters have their own special part of each turn.
They can arrive at the start of any turn the owning player wishes.
Helicopters then do their actions.
The last action of a helicopter is to roll a D6 for duration. This is deducted from the current duration total for that particular helicopter.
There might be two helicopters in which case thee are two duration totals.
Once the duration equals or exceed 12 the helicopter is removed/lost.
The duration should last about 4 turns.
In summary.
1.The helicopter turns up at any start of any turn the owning player wishes.
2. The helicopter has its own part of the turn. ie the start of the turn sequence.
3. The helicopter dos not have the ability to return or opp shoot. Thus, it takes little part in the opponent's turn.
4. Any hits on the helicopter on scores of 6 cause more duration helicopter loss.
5. Helicopters are not part of communications in any way. Players just choose at the start of any own turn when they are to arrive.
Hope that makes things clearer Graham.
martin :)