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Post by GHQ-BCM on Mar 14, 2014 21:29:03 GMT
1. Basing. What is important on basing is that the frontage of all bases be the same. If you are trying to build up a 15mm BGEN force then 50mm square will not work on some large tanks. Keep the 50mm frontage but increase the base depth to fit the tank.
2. Rally. Clarification on unit eligibility for removing FP has been asked by a reviewer online (See the HOTT Stronghold blog.) The questioner seemed unsure if an unit was eligible to rally away FP if it had been involved with any combat fighting at all during the turn. During the Rally Phase if a unit is in base contact combat then it may not rally at that time.
3. Groups. The reviewer from above was also confused about group movement. Groups move as one. They move at the pace of the slowest unit.
4. Enemy AI Matrix. More from the reviewer above he stated that he gave up on the AI and started playing the OPFOR himself. I mention in the rules to use the Enemy AI Matrix coupled with logic to play your OPFOR. Play the OPFOR as you think the enemy commander might behave.
5. Supply Lines. Remember that supply lines are a set of notional lines that runs from HQ to friendly units that can be cut by the presence of an enemy unit along those lines. As your solo-wargaming buddy is generally an accommodating chap you can call the supply line what you will. Just trace an imaginary line between the two units, if it's free then rally if not then someone needs to move or destroy the interloper.
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Kaptain Kobold
Second Lieutenant
Posts: 3
Fav. Wargame: 'Hordes of the Things'
Favorite RPG: 'Supercrew'
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Post by Kaptain Kobold on Mar 19, 2014 0:20:23 GMT
5. Supply Lines. Remember that supply lines are a set of notional lines that runs from HQ to friendly units that can be cut by the presence of an enemy unit along those lines. As your solo-wargaming buddy is generally an accommodating chap you can call the supply line what you will. Just trace an imaginary line between the two units, if it's free then rally if not then someone needs to move or destroy the interloper. I would run the supply line as being a line from the closest point of the HQ to the closest point of the unit being supplied. This makes the line easy to check, and easy to break as well. Thanks for the clarification on 'Engaged'. I don't think the rules specifically state that it has to be close combat, hence my confusion. Of course, there's something to be said for units which are involved in any kind of combat to be prevented from rallying, encouraging troops to be pulled out of the line even from firefights. This could make for bloody games of course
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Post by GHQ-BCM on Mar 19, 2014 2:49:19 GMT
I really like your idea Kaptain. I will take a closer look this weekend and will probably add that to the next revision. Thanks!
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Kaptain Kobold
Second Lieutenant
Posts: 3
Fav. Wargame: 'Hordes of the Things'
Favorite RPG: 'Supercrew'
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Post by Kaptain Kobold on Mar 20, 2014 0:38:05 GMT
I really like your idea Kaptain. I will take a closer look this weekend and will probably add that to the next revision. Thanks! No problem. I have some more questions and comments, as I started re-reading the rules again last night and noting down anything that was unclear. When I'm done I'll post them here.
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Kaptain Kobold
Second Lieutenant
Posts: 3
Fav. Wargame: 'Hordes of the Things'
Favorite RPG: 'Supercrew'
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Post by Kaptain Kobold on Mar 21, 2014 1:19:33 GMT
OK, a few more questions based on my read-through of the rules.
(i) Heavy Weapons - These can provide support shooting, in the same way Infantry do. That I understand. How does the close-combat support work? Do the Heavy Weapons have to be in full base-edge contact with the infantry unit they are supporting? If a Heavy Weapons base is in base contact with two friendly Infantry units, can it provide support to both? Can it provide close-combat support if it is itself engaged in close-combat? In the table of statistics it says that Heavy Weapons can provide +2 in support regardless of line of sight; is this just in close combat, or does it apply to shooting as well (I assume the former, as there is no suggestion they ignore LOS if shooting in their own right).
(ii) Recon - Do they really have a shooting range of 6? I can understand that this is the range they can 'spot' things for friendly planes or artillery, but what about if they are just engaging an enemy unit?
(iii) Aircraft - If both sides have aircraft, who places theirs first? (I assume it's done in initiative order). Is AA fire all-round - this would make sense, as a player can otherwise generally place an aircraft such that the target unit can't shoot at it. I assume that if a unit engages an aircraft it can't otherwise shoot - the AA fire is its shooting action for the turn. How do aircraft fight each other? I assume (again) that if the planes are placed in initiative order (Side A, then Side B), only Side B can place planes such that they engage enemy aircraft.
In addition, how do aircraft rally? They leave the battlefield after shooting, so how do they trace a line of supply to their HQ?
(iv) Cavalry - The rules say that Cavalry can only shoot of they dismount? How do they dismount? My thought is that they can mount/dismount at the end of movement. If they are mounted then they cannot shoot. If they are dismounted then they can shoot. but move at infantry speed.
(v) Movement Distances and Shooting Ranges - It's very confusing that the movement distances are given in base-widths, whilst ranges, command distances and so forth are given in inches (and assume you're not using larger bases - the text of the rules state that Artillery has a range of 12", but if using larger bases its range is given as 18. Would it not be more consistent to give all distances in Base Widths; in that way, so long as basing is consistent it doesn't matter what width is used, as all ranges and movement will be correct relative to each other.
(vi) Combat Modifiers - Does the -1 'if fighting uphill' only apply to Close Combat?
(vii) Combat Factors - Do the CF vs Armour and CF vs Air apply for the defensive roll when being shot at, or only if either shooting or in close-combat with units of that type. For example, If my Light Armour shoots at an enemy infantry unit, I get a +3. Does the enemy infantry defend with a +3 or +2. I'm clear that in close combat it's +3 vs +2, and that if the Infantry shoot at my armour they get +2 to my +3.
(viii) 'A unit can sustain fatigue points up to their primary "Combat Factor" number' - Does this mean that a unit is removed if the FP equal the primary CF, or exceed it?
Thanks very much.
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Post by GHQ-BCM on Mar 21, 2014 2:17:24 GMT
Wow, thank you so much for your questions! I have found more items to add to the FAQ here and a couple of revisions to make. See below! A lot can be cleared up if you always bear in mind that this is a solo-wargame. You are not dependent upon waiting for an opponent to make a decision. Your logic and the AI Matrix will take care of the AI.
(i) Heavy Weapons - These can provide support shooting, in the same way Infantry do. That I understand. How does the close-combat support work? Do the Heavy Weapons have to be in full base-edge contact with the infantry unit they are supporting? No just base contact with the infantry unit they are supporting.
If a Heavy Weapons base is in base contact with two friendly Infantry units, can it provide support to both? No, it must pick which it will support.
Can it provide close-combat support if it is itself engaged in close-combat? No.
In the table of statistics it says that Heavy Weapons can provide +2 in support regardless of line of sight; is this just in close combat, or does it apply to shooting as well (I assume the former, as there is no suggestion they ignore LOS if shooting in their own right). Section 7.2 Troop Definitions Table. Both. Support is not shooting in their own right.
(ii) Recon - Do they really have a shooting range of 6? I can understand that this is the range they can 'spot' things for friendly planes or artillery, but what about if they are just engaging an enemy unit? 6 it is.
(iii) Aircraft - If both sides have aircraft, who places theirs first? (I assume it's done in initiative order). All aircraft come on at the start of the shooting phase prior to shooting then leave at the end of shooting. Remember it's a solo wargame and AI AIR units will behave as logic and the AI matrix deem fit. You may place your aircraft as you choose.
Is AA fire all-round - this would make sense, as a player can otherwise generally place an aircraft such that the target unit can't shoot at it. No. See the shooting arc. The attacked unit may indeed be caught where it cannot return fire at the aircraft, but others nearby possibly could.
I assume that if a unit engages an aircraft it can't otherwise shoot - the AA fire is its shooting action for the turn. If INF unit A attacks AIR unit B, then that is A's target for this shooting phase.
How do aircraft fight each other? I assume (again) that if the planes are placed in initiative order (Side A, then Side B), only Side B can place planes such that they engage enemy aircraft. Rules state AIR units enter the game at the start of the shooting phase. This is how you can assign a Fighter to attack another Fighter or Bomber.
In addition, how do aircraft rally? They leave the battlefield after shooting, so how do they trace a line of supply to their HQ? Aircraft do not rally, they skip turns to remove FP. Glad you asked this question it's mentioned in the AI Matrix but needs to be addressed in the Troop Definitions. Another item to fix for the next revision.
(iv) Cavalry - The rules say that Cavalry can only shoot of they dismount? How do they dismount? My thought is that they can mount/dismount at the end of movement. If they are mounted then they cannot shoot. If they are dismounted then they can shoot. but move at infantry speed. Correct. Cavalry was a hard one for me to model but all the research I read, mainly on Russian Cavalry tactics is that they would use the horses to find the enemy, dismount and keep them nearby, move on foot to attack and then beat a hasty retreat back to their mounts. I've not read much about the Polish and American cavalry attacks during the early war period but to go with a cavalry charge this simply move the cavalry into base contact with the enemy.
(v) Movement Distances and Shooting Ranges - It's very confusing that the movement distances are given in base-widths, whilst ranges, command distances and so forth are given in inches (and assume you're not using larger bases - the text of the rules state that Artillery has a range of 12", but if using larger bases its range is given as 18. Would it not be more consistent to give all distances in Base Widths; in that way, so long as basing is consistent it doesn't matter what width is used, as all ranges and movement will be correct relative to each other. I disagree I find it quite simple. But as this is a solo-wargame one might find that perfectly acceptable to use.
(vi) Combat Modifiers - Does the -1 'if fighting uphill' only apply to Close Combat? No, for shooting and close combat.
(vii) Combat Factors - Do the CF vs Armour and CF vs Air apply for the defensive roll when being shot at, or only if either shooting or in close-combat with units of that type. For example, If my Light Armour shoots at an enemy infantry unit, I get a +3. Does the enemy infantry defend with a +3 or +2. I'm clear that in close combat it's +3 vs +2, and that if the Infantry shoot at my armour they get +2 to my +3. If INF is attacking or being attacked by AR then then they use their CF vs AR for both actions, same with AIR.
(viii) 'A unit can sustain fatigue points up to their primary "Combat Factor" number' - Does this mean that a unit is removed if the FP equal the primary CF, or exceed it? Yes. Glad you asked this as well as it is unclear. I will add "remove the unit" to that sentence in Section 5.3
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Post by Gary on Oct 6, 2014 22:51:53 GMT
Hi just looked at the and quick question can you shoot at a unit in close combat so if a armor move in to close combat with a anti-tank gun would it be able to shoot in the shooting round
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Post by Gary on Oct 7, 2014 10:34:35 GMT
also do inf in half tracks count as cavalry or infantry
and it said that each force must have a infantry or armored battalion (3 elements) why not cavalry and conscripts as well
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Post by GHQ-BCM on Oct 14, 2014 7:59:05 GMT
Hi just looked at the and quick question can you shoot at a unit in close combat so if a armor move in to close combat with a anti-tank gun would it be able to shoot in the shooting round Hi Gary, Sorry for the delay in answering your question. Neither unit may shoot in their shooting phase if both are still in frontal base contact.
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Post by GHQ-BCM on Oct 14, 2014 8:05:17 GMT
also do inf in half tracks count as cavalry or infantry and it said that each force must have a infantry or armored battalion (3 elements) why not cavalry and conscripts as well Infantry in vehicles count as infantry. Only horse mounted soldiers count as cavalry. I see no reason why you couldn't have a cavalry or conscript battalion as your required elements. I'll add that to the next update. Do consider joining the forum! Thanks for your posts!
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Post by GHQ-BCM on Oct 17, 2014 8:42:38 GMT
Supply Lines as recommended by Kaptain Kolbold has been adopted.
So in the rally phase view the supply line as being a line from the closest point of the HQ to the closest point of the unit being supplied, or in other words attempting to rally away a FP.
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Post by GHQ-BCM on Oct 30, 2014 15:47:11 GMT
Errata Section 8.4 COMBAT MODIFIERS
EACH ENEMY FRONT IN BASE CONTACT -1
Should read:
EACH ENEMY FRONT IN BASE CONTACT BEYOND THE FIRST -1.
So if my infantry unit moves into close combat contact with an artillery unit and the two square up in the front. And then an enemy infantry unit moves into contact with my infantry rear edge than my unit fights at a -1. If another enemy unit made contact on a flank edge then my unit would fight at a -2 modifier.
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Post by ray29 on Nov 10, 2015 6:57:25 GMT
Just purchased the rules and they are on the right track ( no pun), but I do have some questions: 1. Do the changes above change v1.26; I assume they do? 2. I like gridded game rules (I've invested in a stack of Kallistra Hexon terrain and I want to use them); any tips for converting the rules to a hex grid? I don't mind playing on a larger table and my units are all on 90mm frontage. This works with the Kallistra 10cm hexes. 3. My reading of the rules would have recon as forward observers, would that be about right? 4. There is no distinction between foot and armoured infantry, is this intentional? I ask re movement speeds and cover from indirect fire. 5. Re 8.4 Modifiers - there is no distinction between soft and hard cover is this correct? 5.a. There is no modifier for cover for units in cover defending against attackers in close combat? Is this correct?
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Post by GHQ-BCM on Nov 11, 2015 1:26:56 GMT
Just purchased the rules and they are on the right track ( no pun), but I do have some questions: Thank you. 1. Do the changes above change v1.26; I assume they do? Yes.2. I like gridded game rules (I've invested in a stack of Kallistra Hexon terrain and I want to use them); any tips for converting the rules to a hex grid? I don't mind playing on a larger table and my units are all on 90mm frontage. This works with the Kallistra 10cm hexes. Easily adaptable to hex as all movement is given in units, so convert that to hex. You might have to reduce movement by a unit or two after fighting a few battles. Let us know if you do.3. My reading of the rules would have recon as forward observers, would that be about right? Correct.4. There is no distinction between foot and armoured infantry, is this intentional? I ask re movement speeds and cover from indirect fire. Correct, at this time. I had intended to do an expansion to add a few units but that didn't come to pass. You can easily modify your INF units.5. Re 8.4 Modifiers - there is no distinction between soft and hard cover is this correct? Correct.5.a. There is no modifier for cover for units in cover defending against attackers in close combat? Is this correct? Correct.
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Post by snafu123 on Oct 30, 2021 19:28:29 GMT
Out of curiosity do you have anything for Brigadier General regarding the Far East, Burma or the Pacific Islands -- Japanese Army, Japanese Naval Infantry, Australians, USMC, Nationalist Chinese and Chinese Communist. Though I admit I have been thinking about pre-war Japan and the Soviets in Mongolia, the Chaco War (Bolivia vs Paraguay), the Spanish Civil War and Siam and the French Colonial forces fighting it out pre-war.
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