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Topics - Wolf

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1
RULES (UPDATED APRIL 2018) / New Turn Cards
« on: July 14, 2014, 04:43:25 AM »
Hey Guys,  ;D

Do you have the file for the cool new turn cards I saw in the Consimworld After-action?

I cannot tell you how useful the words "Check for German Leaders" or "Check for Russian Leaders" would be.

2
Rules Questions & Clarifications / Astrakhan
« on: July 12, 2014, 05:36:04 AM »
Map Clarification: The border between Astrakhan and the Kalmyk Steppe and Dagestan is drawn as if it is a coastline. (the end of the Volga River)

Is this intended to denote impassible terrain?

PS: I just did the Google Earth tour of that region, and OMG what swamps! Bleaah!  I would guess the answer to this question is yes.

PPS: and yes, I have Germans down there, so it is important. The double mech move for Summer 1942 is kinda scary...

3
RULES (UPDATED APRIL 2018) / Battle Markers
« on: July 06, 2014, 05:14:21 AM »
 8)

This is the first thing I had to make for this game.  Keeping track of all the battles can be quite a challenge.

So, I made really obnoxious standup markers that are impossible to miss, and matching off board pages to move combatants to.  I made different areas to keep track of who came in when, who was "Front Line" and who was "Reserve".

Yesterday, playing Russian Front, I decided I needed a way to separate who was attacking over a river, and what defensive terrain was in play.  When I sat down to do the battles, I did not want to jump up and run back to the map every 5 seconds...



4
RULES (UPDATED APRIL 2018) / Corps markers for aircraft
« on: June 27, 2014, 07:18:22 AM »
 :)

Hey guys,  I don't know if you have any need/use for such things, but I find basing air assets can sometimes get a little tight, especially on the Eastern Front, and in the UK.

The markers are designed to be printed on cardstock, cut out, and stuck together to make a double-sided standup. (I use double-stick tape, myself).

The cards are very similar to your corps marker cards, designed to be printed on cardstock, and cut.

This is just the German Set.  I will be making a Russian Set and a Western Allies set a little later.

Also, the designations (JG, KG, StG) are not designed to limit what kind of aircraft you have based where, but to offer some historical "flavor".

5
Rules Questions & Clarifications / Activation of Turkey as Axis Ally
« on: March 16, 2014, 07:37:25 AM »
Hey Guys,

Quick question:

On the Axis Minor Allies card, where it deals with Turkey, there is a line of rules that reads "Once Turkey is Pro-Axis, -4 modifier applied to join Axis"

Now I get that activating Turkey is a two step process.  One successful roll to get them to the "Pro-Axis Neutral" status, and a second roll to get them to fully commit.

All of the other "modifiers" are positive, but this one is negative.  Is the intent of the rule that it is more difficult to get Turkey to take that next step?  That the Germans need to do more to prove that they are the "winning" side?

Just Curious...

6
Rules Questions & Clarifications / Strategic Warfare and Lend-Lease
« on: August 18, 2013, 06:26:11 AM »
Here is a very specific question:

Prior to war with the US, may the Germans attack US Lend-Lease points?

7
Rules Questions & Clarifications / Tank Destroyers and Tank Effects
« on: August 02, 2013, 04:18:55 PM »
Hey Guys,

Setting up for another Europe Game.  Probably 1941.

Going back over the rules, I was wondering about Tank Effects. (Europa Speak: AECA)

The rules state that light armor, medium armor, and heavy armor may use Tank Effects if the defender has no Anti-Tank capable units.  Very Clear.  No problem there.

What about Tank Destroyers? (German StuG, JgPzr, Soviet SU-76)

I am real clear that they have Anti-Tank capability.  But do they also enjoy the +2 Armor Effect on the Attack?

My guess is no.  But I thought I would ask.

Wolf

8
Rules Questions & Clarifications / Amphibious Invasion Timing
« on: June 18, 2013, 10:01:45 AM »
So,

Admiral Mikawa and his fleet roll up to Brisbane in Australia, and unload several divisions of hardened Japanese Infantry.  Unopposed landing.  This happened on an early chit draw.

Two American Infantry and one Australian Infantry want to move in on a later chit draw, to oppose the invaders.

So, in my understanding of combat and timing, because they arrive at the battle on a later chit draw, they have to begin in reserves.

HAD there been even one infantry in Brisbane at the time, they could have possibly aided in the battle, providing the defending infantry was not eliminated in the first round of combat.

SINCE there was NO defending infantry, there is no front-line, anyone arriving late (and starting in reserves) would just have to retreat, anyway, because the battle would be over before they arrived.

Is this correct?

9
Rules Questions & Clarifications / Updated British ETO Build Chart?
« on: March 31, 2013, 08:55:01 AM »
 :) 

Hey Guys.

Still having a great time with this game.  I had to junk my Eastern Front game, as I discovered I had shorted the Russians a lot of their IP. (if you count Poland and the Baltic States, they start with a whopping 121 after they are attacked.  Of course, they do not get to KEEP a fair chunk of that.)

Since I am playing with Unique Miniatures, and not counters, I have created Unit Identification Charts that I place my miniatures on, to indicate what unit they represent, and what those units values are. (if you want, I could attach jpgs of them.  I think they look very cool, but I am admittedly biased.)

However, in doing so, I noticed some discrepancies, particularly among the ETO British, between the build charts and the actual counters.

The Hurricane is listed as 5-2/4-3 on the Build Chart, and 5-2/3-3 on the Counters.
The Typhoon is listed as 5-2/5-4 on the Build Chart and 5-2/5-5 on the Counters.
The Mosquito is listed as 4-3/4-4 on the Build Chart and 4-2/4-5 on the Counters.

In all of these cases, I went with what is on the Counter over what is on the Build Chart.

I just thought you might want to update the Build Chart.

I am going to TRY to see if I can set up something for KublaCon in SF this year.  I will keep you posted.

Wolf

10
Rules Questions & Clarifications / Aircraft and Mechanized Movement
« on: March 18, 2013, 07:07:47 AM »
 ;)  I have able to play a bit of the European Game over the last week or so, and I am having a good time with it.

I am currently involved in a playtest of Fall Barbarossa, with the Germans jumping in Early in Spring 1941.

I just finished the regular movement/combat, and am well into the Mechanized Movement phase.

Now, I feel I have a good grasp on how the Offensive aircraft work in combination with mechanized movement/combat, being able to move one area from where they participated in the Normal Combat phase, to aid in Mechanized combat.  No problem there.

I am reading/playing that a Returned result, either from Air Combat or AA fire, means Done for the Turn.  I have been "landing" those aircraft, and inverting them to mark them as Non Operational.  I hope this is correct.

My question comes from Defensive aircraft in Mechanized movement.

In the initial attack, I had all my me 109's do airbase attacks on the Russian aircraft spread along the border.  Two of those aircraft got off completely unscathed (rolled an 11 and a 12).  After the single round of combat, they scooted back to Smolensk.

There was a Bomber and a Fighter already there.

Now, since the Bomber and Fighter previously did not take part in battle, they are available, I assume, to interfere with Guderian's Mechanized Push into Minsk.  What about those two fighters that fled their Bases being overrun?  They suffered no negative effect from combat (meaning they were not returned or destroyed).  Can they participate?

By the way, this is a lot of fun...

11
Rules Questions & Clarifications / German Leaders entry and removal
« on: March 10, 2013, 05:51:30 AM »
Augh!

Okay, the German Build Chart lists Generals entering and leaving by Winter turns.  Is the first, or second Winter?  When it states Winter 40, is this Turn 2 Winter 39/40, or Turn 6 Winter 40/41?

Enquiring Minds want to know...

12
Rules Questions & Clarifications / Invading the Low Countries
« on: March 09, 2013, 03:58:40 PM »
 ???  When the Germans invade Holland and Belgium, is there anything to prevent the French and British from rushing in to aid the battle, provided they still have a chit draw?

This could be real problematic for the Gerry's...

I know they would have to come in as reserve, but they could still mess things up real good.

13
Hey Guys,

At what time do the Soviet Strategic Reserves get released?  At start of war with Germany?  Do they appear at the Eastern Map edge?

If you are playing a combined game (Europe/Pacific), where are these units?  Do they represent troops released from Japanese Border garrison?

Wolf

14
 :)

Hey Guys, quick question:

Do Landing Craft count against the carrying capacity of Transports?

This a really important question:

If Yes, then 1 transport can land 1 Amphib Infantry (capacity of 2 Any: 1 Inf + 1 LC).

If No, then 1 transport can land 3 Amphib Infantry (Capacity of 3 Inf, with the LC not counting).

In a potential Sea Lion scenario, the Germans start with 1 Transport, and can build 4 more by Summer 1940.

So, the question is, are we talking 5 German Infantry on the beaches of Dover, or 15? (Okay, 15 is silly.  Only 6 get to be Frontline anyway, and the others can land at the channel ports after they are captured.)

Just Wondering

15
Rules Questions & Clarifications / German Infantry
« on: February 05, 2013, 04:29:32 AM »
Two quick questions about German Infantry:

#1 - It does not explicitly state whether German Infantry is ever considered "motorized".  It mentions the US, Russia and Britain, but not Germany.  I assume this means no.  I know the German Army still used a lot of horse-drawn equipment early in the war, but I am unsure of their status later in the war, say 42 or 43 on.

#2 - The Spring 42 Conversion.  In most cases, when a given country has to change the quality of their infantry (Japan, once at war with US) these represent downgrades in training, equipment, etc, and both types get to exist side by side.  Is this true of the German Infantry?  In most other games I have played, the German "Re-organization" of their army structure happened across the map.  By this I mean that not only did newly created Infantry Divisions get the new structure, but existing divisions in the field were re-organized, too.  I do not read any mention of this in the rules, other than what appears on the build chart.

What say you?

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