Magua -> RE: Play Aids (10/8/2005 4:53:50 PM)
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Thanks Rael. I'll add these to the card this weekend, and repost it. I took the liberty of reorganizing Adam's outline of how to use Ops Complete markers. I find this info a bit easier to use when split into the three groups. Place an Ops Complete Marker when: -unit attempts to spot (helicopter n/a). -unit places/attempts smoke. -unit fails pre-close assault morale check if didn’t move to current hex. -leader, advisor, scout spots place mortar FFE marker. -leader, advisor, scout fails to sight OBA spotting round. -leader, advisor, scout places OBA FFE marker or aborts mission. -helicopter moves/changes flying mode/disembarks passenger, but doesn’t fire. A unit with an Ops Complete Marker may: -fire at FULL FP at hex it spotted in that impulse. -add leadership to fire at hex leader spotted that impulse. -op fire ½ FP FRD, 0 FP units at –1FP. -op fire with SW ½ FP FRD or +2 to hit. -op fire vehicle/helicopter MG ½ FP FRD. -op fire vehicle/helicopter ordnance +2 to hit. A unit with an Ops Complete Marker may not: -fire at target other than in hex it spotted in that impulse. -use leadership other than inhex it spotted in that impulse. -spot. -move. -snipe. -place smoke. As Adam stated, when you break it out like this, you can see the really delicate subtlety in how Ops Compete works. Their use is intuitive and logical, but I agree with Adam, it's nice to have it all laid out. Unfortunately, it doesn't fit on the head of a pin, but some things benefit from a thorough explanation.
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