CptKremmen | 11 Dec 2015 3:28 a.m. PST |
Read the rules three times now and love them, will be playing next Wednesday Have a few tiny queries I wondered if anyone else had worked out? REACTING – Interrupts the activating unit. How does it work if the reacting unit declares an action that takes both actions such as a rapid move. Would it move it's normal more then the activated unit does it's actions and then move the remaining distance? TANKS – When shooting at infantry with an armoured vehicle do you just fire the once? Or do fire separately for any machine guns on the tank? I suspect you just fire the once and it includes all weapons. How does that work for an unusual tank like a grant with 2 main guns? TRANSPORTS – Inf squad is on foot and it's bren carrier is a distance away. If the squad activates to shoot and move can the infantry shoot and the bren carrier move. OR can the activation only be taken in its entirety by EITHER the infantry or its transport INFANTRY – If dismounted infantry with an attached transport behind them are killed what happens to transports armed or unarmed German Sdkfz 233 has a gun value of 7 should this not be 4 and a lower points, or should it not be the sdkfz 233 SCENARIO RULE – UNPREPARED does not appear to be defined Thanks in advance |
Wargamer Blue | 11 Dec 2015 5:49 p.m. PST |
Try The Great Escape Games forum where the authors hangout. I am curious to see the answers too. |
spartan66 | 12 Dec 2015 3:08 a.m. PST |
I can't find anything about Iron Cross on the forum. Bit confused about some of the basics. Might be reading it wrong. Example 5 on p17 shows British PIAT armed unit with 2 command markers but text says its 2+ to activate. I think it should be 3+, one more than the number of markers? Mike |
CptKremmen | 12 Dec 2015 4:20 a.m. PST |
Mike, I think that is because both of those command markers were used for company morale tests to lower morale hits on the piat team. These are not allocatted to any unit, they just sit to the side #Andy |
spartan66 | 13 Dec 2015 8:30 a.m. PST |
Andy, Not sure that's correct the PIAT team activated at least once. I think the other two markers far left are the two morale tests…might just be a timing thing from the time the photos apply to. Mike |
CptKremmen | 14 Dec 2015 4:56 a.m. PST |
Mike Just reread the example there should I oh be one command marker The text is correct but someone added a spurious 2nd command marker to the picture I love worked examples like this but it does not help when they are wrong! Andy |
Stuart at Great Escape Games | 14 Dec 2015 9:15 a.m. PST |
Pg 17, Pic 5 The 2 command tokens far left are for the company morale tests. The 2 command tokens with the unit show that the player has declared the action (and placed the second command token). If he had failed the reactivation roll the command token would have been wasted and remained with the unit. |
Stuart at Great Escape Games | 14 Dec 2015 9:35 a.m. PST |
We'll be adding more examples to the site and have now added an Iron Cross section to the GEG forum. CptK. REACTING – the reacting player may interrupt at any point of the enemy movement (pg 6, para 1). TANKS – you fire once at infantry unless within 12". Grants and the like won't be getting extra effect. TRANSPORTS – as per pg 20, the transport must spend a command token on its own. INFANTRY – the transport may spend a token like anything else German Sdkfz 233 – bloody gremlins Unprepared is coming in the mercifully short errata. To summarise: "A force may be at a reduced level of preparedness as described in the scenario briefing. It must roll for the number of tokens it receives at the start of the first turn or first few turns. For each unit, roll a D6: for each that scores 5+, the force gets a token. In following turns, just roll for the number that failed in the previous turn, so that eventually most or all of your available tokens will be in play." |
CptKremmen | 14 Dec 2015 12:51 p.m. PST |
Thanks Stuart, I would not have guessed unprepared, that seems like quite a biggy. Do you still get the +2 for the commander. |
Stuart at Great Escape Games | 14 Dec 2015 4:48 p.m. PST |
Yeah, it happens… No extra dice for the OC |
Cujoman | 16 Dec 2015 5:03 p.m. PST |
I've been comparing some stats from the orbats to create lists of my own so I've found some oddities: *The UK M5 Stuart har Morale 4 while the US one has Morale 5, same points cost. *The IS-2 seems to be overcosted about 20 points? *The Soviet 85mm AT gun has the same stats as the US 76mm gun, lacks gunshield but still it is 10pts more expensive? *The PaK40 has a Morale value of 3 while most other comparable AT guns have a value of 4? *The Tetrarch in the additional Orbats pdf lacks stats. Do you have any rough guidelines/formulas/arrays to calculate points cost you can share? |