Titanwarrior89
Posts: 3283
Joined: 8/28/2003 From: arkansas Status: offline
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Good read Judge, it answered some questions for me. quote:
ORIGINAL: JudgeDredd k Just for you Eddy Opened it up. Nicely packed with 6 board mounted, folded maps...it appears you are able to use them together to create bigger battlefields. The counters are very, very nice. They pop out of the cardboard holder very easily with no "hanging bits" and actually go back in...so you can store them again. Cards are pretty nice also. I played the first Firefight. It had... Germans 2xRifle Units 2xMG Units 1xPioneer as reinforcements on turn 3 Russians 1xMG Unit 2xRifle units 2xSMG units 2xSMG units as reinforcements on turn 2 Fighting over a small map Play 1. Players roll for initiative - highest roll goes first - each player starts with CAPs (set by scenario) and 7 APs 2. Player with initiative selects a unit (that uses 1 activation). He then continues to move and or shoot until his APs are used. Each unit has different APs for movement/shooting e.g. The Russian MG unit uses 2 APs for movement and 3 APs to fire. Terrain also uses APs e.g. Woods = +1AP...water +4AP Also, changing facing uses 1AP, but only when changing facing from front to rear and back (front has 3 hexsides and rear has 3) Dusing this phase of a player, the opponent can, at anytime, open fire. If it does, it is flipped to it's used status and therefore cannot play for that turn again. The problem here is, if it's a German MG unit with 2APs per fire, then it fires once and is used...whereas if you wait until you activate it, it can fire 3 times (1AP to activate + 3x2APs per attack = 7APs) 3. If a unit is hit, the opponent (or you) takes a hit marker which has varying affects on your unit abilities. If it is hit again, it is destroyed. You could possibly also pull a destroyed chit marker, in which case it is destroyed right away. Also, if the roll + attack value is 4 or more than the units defense rating, it is automatically destroyed. 4. When All APs for the selected unit are used, the opponent plays and the turn continues until both players pass. 5. At the end of the turn, if any control markers are held, the side holding those adds a VP to the VP tracker and both players roll for initiative. CAPS are used as "extras". I probably wasn't using them correctly, but the gist is you can use CAPS to "enhance" a unit. For example, a Russian unit with an attack value of 4 is attacking a German unit with an defence value of 12. This means the Russian unit has to roll 8 or higher to hit (rolled 8 + attack value of 4). However, the Russian unit can use up to 2CAPs to enhance the firepower of the unit...this means the Russian unit only has to roll a 6 or higher to hit...much better odds (rolled 6 + 4 attack value + 2CAPs = 12). A roll of 10 or more makes an automatic destroyed unit (10 + 4 + 2 = 16 against a defense rating of 12...16-12 = 4...4 or more = automatic kill). CAPs are for the duration for the turn. In the first firefight, the Russians started out with 7CAPs. So in the example above, that unit using 2 CAPS means there are only 5 left for the duration of the turn, for all units. I think you can also use CAPS to enhance movement...but I have to read more on that. When a unit is hit and draws a chit, the chits have different values which affect various attributes of the unit. For example, Berserk gives a -1 to the cost of firing and a +1 to the attack value, but it's range is dropped to 1, meanwhile pinned means no movement at all but the unit's other attributes are untouched. Suppressed increases the APs to fire and reduces the attack value by 2. Also, each chit has a Rally value of 7 or 8. The player can attempt (when activating the unit) to rally the troops. If the die rolled is equal to or greater than the Rally value on the chit, the unit is rallied and the chit is removed. Rallying costs 5APs. If a unit has a chit marker and is hit again, it is killed. That's it in a nutshell. I liked it very much. Quite fluid. Not "overly" difficult, but moreso than Memoir '44. As is always the way with me, I read the "getting started" bit, then glanced over the rules, then played the first firefight, referring to the manual when I was moving, firing, hitting etc. But there is an awful lot more to the game than that, so I will have to get dirty in the rules.
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"Before Guadalcanal the enemy advanced at his pleasure. After Guadalcanal, he retreated at ours". "Mama, There's Rabbits in the Garden"
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