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Chapter E - Q&A E1.101 (v1 Q&A) If two units are in adjacent hexes (e.g. two grain hexes) and only one of those hexes are Illuminated, are the units still considered to be ADJACENT (even though there is no LOS from the Illuminated hex to the non-Illuminated hex)?
E1.11 Question: In a Given scenario defined as being at Night (E1), and Cloud Cover and Moon are not otherwise defined, but NVR is. Are they defined as None cloud cover and No moon?
Essentially.
If not, Are the provisions of E1.11 used to define them?
No. E1.3 (Dec 2003) A previous Q&A from MMP asserts that A12.141 applies at Night just as it does during the day. E1.3 doesn't refer to concealment loss at all. It then goes on to point out that E1.31 is one of the ways in which Night concealment differs from Day concealment. E1.31 is entitled "LOSS" and discusses how concealment can be lost (or not) at night through movement. How should E1.31 be read -- is it modifying normal concealment loss rules for movement *only*, or is *only* movement the method by which concealment at night is lost? (In other words, is E1.31 talking about the *exceptions* to the normal concealment-loss rules, or is it *replacing* the normal concealment-loss rules? If the former, shouldn't it be entitled "MOVEMENT" rather than "LOSS"?) The former. (The *exceptions*. Perhaps.) I also note that the Night Summary Chart on the Chapter E/Chapter Q divider, under the section "CONCEALMENT LOSS", lists only three cases: Non-Assault Movement in Illuminated/enemy-occupied Location; Assault Movement in enemy-occupied Location; and Firing when in Illuminated Location or within NVR. Should this chart be read as listing the *exceptions* to normal concealment-loss rules? If so, why doesn't it say so? Yes. It could be clearer. E1.31 Cloaking Loss (May 2001) A cloaking
counter is using non-assault movement and causes a defender to fire a starshell
which, subsequently, illuminates the Cloaking unit's Location. E1.53 Straying (Nov 2001) Once it has been determined that a
stack must stray and after the hexgrain it will stray along has been determined,
does the stack stray as a stack or does each unit stray one at a time? E1.9 Can a mortar fire IR during the
opponent's MPh, similar to E1.91 I have a question regarding the firing of the initial starshell in a night scenario. E1.91 discusses the three circumstances in which the initial starshell can be placed, but who can place it is less clear.
If a DEFENDER fires at an enemy unit _during_ the enemy's MPh, then can a MMC place the first starshell or are leaders the only ones who can place a starshell after the MPh is underway?
During the first Player Turn in which starshells are placed, anyone can fire them anytime. After that turn, MMC must fire at start of PFPh/MPh and only leaders can fire outside that time period. Hope that helps. E1.31, E1.91, G2.3 (May 2001)
An ATTACKER Non-Assault Moves a Concealed unit within NVR
of a DEFENDER (call the Location [or position] entered ``A''). DEFENDER
successfully places a Starshell to Illuminate the ATTACKing unit at ``A''.
Suppose the ATTACKing unit can, on its next MF/MP, directly
enter another, non-illuminated, Location or position (``B''), possibly out of
LOS/NVR of all DEFENDERs.
- If it does =not= End ITs MPh at ``A'',
but moves to ``B'', does it lose Concealment at ``A'' (for failure to End ITs
MPh there, as per E1.31)?
E1.92 Starshells It is a Night scenario, and no Starshell/IR has been successfully fired in a previous Player Turn. May a unit that attempts (and fails) to fire a Starshell during the enemy MPh try again during the DFPh? Or is the MPh/DFPh considered one Phase for the purposes of attempting Starshell placement?
No. Yes. E3.64 - Mud Costs... (From Ian Daglish) We were playing
in the Mud (as you do) and as always enjoying the elegant D8.23 Secret Bog Check
DR mechanic, while suffering annoyance at the way the Mud rules are scattered so
widely around E3. After a very close inspection of the rules, we agreed prior to
play that E3.65 OPEN GROUND definition did not include buildings or paved roads,
so that for example bypass of a building hex or entry of a paved road hex by a
non-road hexside would still not be movement in mud. On reflection I am less
sure, as E3.65 could be read as referring only to hexsides in these cases. To quote Scott: E3.64 cancels the hexside cost if you ENTER non-OG terrain in that hex...which includes Paved Roads, but does NOT include bypass in OG; so, the bypassing unit would still have to pay hexside Mud costs since it didn't actually ENTER non-OG terrain in that hex--but the Paved Road unit would NOT have to pay hexside Mud costs. Rule:A4.132, E3.6 Question:During Mud, is a dirt road still considered to exist for purposes of LOS to a woods-road hex, Dash, Street Fighting, and Movement/Straying at night? During Mud, if a unit enters a woods-road hex along a depicted dirt road hexside per A4.132, can the moving unit be considered entering the hex at the Open Ground Mud rate and subject to FFMO if otherwise applicable?
Yes. Replace the third sentence of E3.6 with: "On _unpaved_ roads, the road bonus in B3.4-.41 is NA and Open Ground movement COT applies (as modified by 3.64) when using the road." E3.73 - Deep Snow and Crest Status (Sep 2003) A squad is at
crest level of a Gully, during Deep Snow.
No, the Snow and Deep Snow penalties are assessed per hexside crossed. E3.733 Snow (October 2001)
First Edition Rulebook: E3.733
INFANTRY/CAVALRY MOVEMENT: In Deep Snow, Ground Snow Infantry/Cavalry movement
penalties (3.723) still apply and, in addition, such units must pay an extra 1/2
MF per hexside... Is this an error
or an intentional change? In the first Edition,
for Ground Snow infantry movement is only penalized when going up or down a
level. The phrasing of
the second edition shown above adds an extra 1/2 MF per hexside even during
Ground Snow, which is a big deal as it really adds up. E3.724, E3.7331
Plowed Roads (Nov 2001) E4.31 Ski Downhill (August 2003) Is going down
from 0 lvl INTO a gully considered crossing a Crest Line - thus giving a skiing
unit a 2 MF bonus? No E6.5 Swimming Cavalry (August 2003) Swimming cavalry (E6.5) presumably still suffer the -2 cavalry vulnerability DRM, correct?
Yes.
Swimming cavalry have their horses eliminated but the Rider passes the Bail Out MC. Presumably they instantly become normal MMC swimmers (and thus become unarmed), correct?
No, they would be immediately eliminated per 6.1 (and thus would not take a MC). E7 and E1.53 (Feb 2003) Is there a
definition of a "Ground Unit" or "Ground Target"? E7.2 and E7.6 Air Support arrives onboard as per
E7.2. E7.4 (May 2001) Can an aircraft attack an occupied hex (either before or after any enemy units move) and leave residual FP in ermpty hexes along its strafting run?
While E7.4 does say "(but no Locations devoid of enemy units [EXC:Observation Planes ])", I believe (95% sure) this is only applicable to the *initial* target. Thus, you could still Strafe empty hexes to leave RF. That's how I would play it, until hearing from
Perry. D7.42 Bombing (Jul 2002) There is a concealed squad and an
unconcealed squad in a building hex (or any other situation where the it would
be possible to hit some targets and miss others in a building hex). A plane
makes a Bomb attack using the ITT. You make one TH DR. How do you determine what
is affected? Is it 1) Only the units hit are affected,
as per the E7.421 EX, or 2) All units are affected if any are
hit, as per the second sentence of E7.42 ("If attacking a building hex, the
effect is resolved against all targets in LOS in the building hex with the same
IFT Effects DR as a single attack vs that hex.", note the "all targets"), or (3) If any are missed, none are
attacked, as per the last sentence of E7.42 ("A bomb To Hit attempt that results
in a miss is not resolved vs any target.", it doesn't say "hits no targets",
just an attempt has to result in a miss. Missing one and hitting another is an
attempt that resulted in a miss, as well as an attempt that resulted in a hit.) E7.421 (April 2002) The Journal 3
article "Strafer Jones" seems to say that bombs use the Direct Hit / Near Miss
mechanism (DR <= half Basic TH# means Direct Hit and full FP; otherwise DR <= TH#
means Near Miss and half FP) for both Infantry and Vehicle target type.
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