The following answers are official, thanks to the help of designer Bruce McFarlane.
|6.0 Pre-Game Preparations|
|11.0 Artillery Barrages|
|13.0 Command Phase|
|14.4 Direct Fire|
|14.5 Opportunity Fire|
|14.8 Close Combat|
|16.0 Night Phase|
A: In March formation, support stands should follow the main battalion. In Defensive formation (as well as Assault formation), they go in the 2" gaps between the main battalion stands or on the flanks (within 2"). Heavy weapons and command stands can be placed in the second row, since they do not actually fire.
A: It really doesn't matter, since they are technically "under" the infantry/gun base. I mount mine on 1" x 1" bases.
A: Vehicles. Trucks = soft skinned. Armoured transports = light armour. Infantry within the transports suffer the same result as the transport.
A: Neither transports nor the infantry within may conduct attacks.
A: When a towing vehicle is not towing, it is removed from the table. When the vehicle is towing, it is a legitimate target.
A: Correct, except they may have templates, rounds, ammo limits, and in-direct fire as indicated by scenario.
A: Units start hidden at the beginning of the game. Once moved or fired, they are never re-hidden.
A: A unit is activated until it "goes to ground" or the day ends.
A: "Style of barrage" is assigned per template. Every round fired into that template must be of that "style."
A: Any combat or command stand may "spot" for pre-registered and on-call artillery. The forward observers are considered to be within the stand.
A: That is left to the scenario designers. However, in general, soft cover is woods, wooden buildings, etc. Hard cover is brick, stone, and concrete buildings.
A: Correct. Close Combat is the only way a stand is eliminated through double suppresion.
A: No, but a battalion can have more than one suppression marker. I guess the rule should read:"...for each die that rolls equal or less than the battalion's rally numnber, plus modifiers, remove one suppressed marker..."
A: All they can do is move up and down the roads. They cannot allocate them to any other units.
A: All first actions must be taken first, then all second actions. If a new opportunity occurs later in the player-turn, too bad - actions cannot be saved for later in the turn or for later turns.
A: The top of the Command Chart refers to the quality of the battalion testing for its actions. This quality is listed in the briefing section of each scenario, under "Morale."
A: All battlegroups. This was the original chart from Volume One, Canadians in Europe. In Drop Zone, it must change to British/Commonwealth brigade HQs, and the rest of the world Regimental HQ.
A: Anti-tank guns can operate as independent batteries. In this case, the penalty is applied only to them. If AT guns or heavy weapons are attached to an infantry battalion, the whole battalion is slowed down until the weapon is "limbered."
A: The battalion is slowed to the movement rate of its slowest member. This applies when a stand is suppressed, as well.
A: No. They are attached to a battalion, and the owner decides which soft-skin stand within the battalion takes the hit.
A: A FUP is an "area," not a body of troops, so it cannot be fired upon. If it is overrun or cut off, troops cannot deploy from the FUP for the rest of the day - RULE 5.2.5
A: This is correct. (See Designer Notes in Volume One.) For Volume #3, France 1940, we will have machinegun battalions (company size) that can fire independently.
A: That is basically correct. Remember, the side moving into the close combat is also the "shooting." If he doesn't want to interfere with his own shooting, he shouldn't move into contact. Also, moving into contact does not prevent the non-phasing player from opportunity-firing at the moving battalion when it is still 1mm from its target.
A: Special scenario rules only. In Volume One, the Canadians used bombers to lay a vast smoke screen. For Volume Three, Rommel had a village set afire to screen the crossing of the Meuse River.
A: We broke the ranges into 12 one-inch segments because we found that short, medium and long was too simplistic. Each gun needed a "To Hit" and a "To Destroy" factor, and these factors did not diminish in lock-step with each other. Some "To Destroy" factors don't diminish - vs. soft skin vehicle, for example. Obviously if a heavy shell hits a truck, the truck's gone. Equally as obviously the chance "To Hit" decreases with range, however. We wanted both factors to be represented in Great Battles. We also wanted the critical "mid-range" where "To Hit" effectiveness dropped off rapidly.
If you look at the chart, each gun really has a close range (8 to hit) and a long range (1 or 2 to hit). It's only in-between where each range has a different "To Hit." We listed every inch for every gun so that each range would form a single column down the page, for easier reference.
Interestingly, at Historicon the complaint was that there was not enough to differentiate light, medium and heavy guns. Some wanted a separate chart for each model of gun, so that you really got the critical drop off from prime performance. "The Panthers knew that the Shermans couldn't... blah, blah, blah"
A: Opportunity fire occurs during enemy movement. However, it is usually courteous to allow a player to finish his move, and then say "This battalion will shoot at him as he moved across here."
A: Both battalions stay in contact, and the close combat is re-rolled on the next player-turn. The battalions cannot fire out, nor may any units fire into the close combat (although they may join the fray).
A: Another typo. "CV" should read "stand." A playtest version of the game used "combat values" instead of stands, and we didn't catch all the CV's left over in the charts.
A: Replacement Roll is made for every eliminated stand.
A: Yes. On "Separated" roll the first night, and then in reserve until it is returned to the field.
A: An entire battalion must be pulled into reserve.
A: Yes. There may be some scenario rules or house rules that assign some sort of penalty - i.e., they lose a stand or two.
A: Divisional assets must stay within their own division.
A: Since it is now a vacant lot, I would remove it from the table entirely. It can reappear when the cops have a clear road-net to a friendly table-edge.
A: Quite right. Upon review of my design notes and rating system, the Comets should be Heavy gun, Light armour and Fast. Our playtesting never uncovered this typo because none of our scenarios, to date, use the Comet.
A: The rounds listed stands for the number of rounds the player starts the game with, and his maximum. Why would HQ send you more, if you haven't even used any of what you started with?
A: This was a scenario design decision. We decided that towed artillery would set up some miles from the battle field (these are represented by templates). In some cases, however, the Germans were forced to move up SP Artilery to serve an anti-tank role. In play testing we found the Wespe a convinient vehicle to use as a generic mobile AT gun.
A: I use GeoHex, which I believe is 1".
A: 50 meters.
A: If you are going to do the battles in a reasonable-sized area, you are going to have a horizontal ground scale of 1" = 150-300 meters. If you are going to reflect the landscape, you are going to have to use a smaller vertical scale (1"= 50 meters) or major features like the "gully" at Ortona or even the cliffs of Dieppe and the mountains of Crete disappear or get leveled out.
I'm not really interested in the vertical ground scale. It is more important to represent the features over which the battle was fought. You could say that it was done to accentuate the contours. However, that is not really the way I approached the problem. Horizontal scale was done to keep the game on a ping-pong table. Vertical scale was done to best represent the ground features of the battlefield. The Canadian Armed Forces maps I took most of my research from typically had a horizontal ground scale of 1" or 1 cm = 1 mile and a vertical scale of 30-100 meters per contour. Obviously, you couldn't reconcile both scales on the same gaming table and have a playable scenario.
A: This is a typo. Pg. 18 lists the correct Matilda stats.
A: Yes, as a divisional asset to the 5th NZ COps.
A: With Maroi Regt. (historical) or free deployment.
A: No, the hvy weapon is not listed as a divisional asset, but rather attached to the Maori Reg't.
A: Woods (with the wrong "fill" pattern).
A: It is a mistake and should be removed.
A: It applies to all units, but since only the Germans have motorized and truck transport in the Arnhem scenario, practically it only applies to the Germans.
|21 October 1998||designer on height and scale|
|20 October 1998||Maleme scenario answers|
|17 October 1998||more answers|
|26 December 1997||page first published|
|Comments or corrections?|