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  #41 (permalink)  
Old May 4th, 2008, 09:40 PM
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Re: Reconnaissance at Korocha (GAME FAQ's)

Inactive ?s can't move as they don't exist yet...and may in fact be dummy counters with nothing to them.

Pat got the other two
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  #42 (permalink)  
Old May 4th, 2008, 11:13 PM
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Re: Reconnaissance at Korocha (GAME FAQ's)

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Originally Posted by Whiterook View Post
Inactive ?s can't move as they don't exist yet...and may in fact be dummy counters with nothing to them.

Pat got the other two
Cruching a tank/HT through woods or stone walls requires an "immobilization" die roll check. If you get immobilized, you tossed a track! To fix it, the crew must abandon the vehicle and roll once a turn until they fix it (1 in 6 chance I think).

Moving through brush, orchards, wheat fields, and (I think) hedges is not a problem.

One fun thing to do with vehicles is the dreaded OVERRUN attack. It works great against broken units but it takes extra movement factors.
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  #43 (permalink)  
Old May 5th, 2008, 12:39 AM
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Re: Reconnaissance at Korocha (GAME FAQ's)

Woods, wire, and Wall require Bog check on entering hex or changing 1/2 track facing. Stream require Bog check on leaving hex via non-depression side

Lots of modifiers depending situation.
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Old May 5th, 2008, 01:30 AM
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Re: Reconnaissance at Korocha (GAME FAQ's)

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Originally Posted by Whiterook View Post
Inactive ?s can't move as they don't exist yet...and may in fact be dummy counters with nothing to them.
Actually they can. They move like any other unit IF the system orders them to. Since the Russians are on the defensive in this scenario, they do not move by default until activated, unless the system orders a counterattack. At that time a portion will be placed into an "Advance" status and are very likely to move toward your units
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Old May 5th, 2008, 02:07 AM
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Exclamation Re: Reconnaissance at Korocha (GAME FAQ's)

Thanks Mike, I thought there might just be "more to it", and now we know. And I bet I'm not the only one to!! Ha Ha

So think a little harder here people, if perhaps there is an area that has more than one broken squad for our side (this is a guess mind you)........ You just might see a counter-attack. I'm not asking DD to tell us either (the "trigger"), it keeps the fun here as well as the strategy going for this game for ALL concerned!

Cheers, this game could really heat up for us at any time and place, COOL!!!

Co Tomzak, Company A
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Old May 5th, 2008, 02:08 AM
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Re: Reconnaissance at Korocha (GAME FAQ's)

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Originally Posted by Double Deuce View Post
Quote:
Originally Posted by Whiterook View Post
Inactive ?s can't move as they don't exist yet...and may in fact be dummy counters with nothing to them.
Actually they can. They move like any other unit IF the system orders them to. Since the Russians are on the defensive in this scenario, they do not move by default until activated, unless the system orders a counterattack. At that time a portion will be placed into an "Advance" status and are very likely to move toward your units
I was afraid of that
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  #47 (permalink)  
Old May 5th, 2008, 02:17 AM
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Re: Reconnaissance at Korocha (GAME FAQ's)

Another rule that I have not used is that, Before any player unit can take any action in a turn they must be "In Command". If a unit is not In Command" it cannot move or fire during the turn unless someone moves adjacent or into the same hex. Just an FYI, in case we do this again.
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Old May 5th, 2008, 02:49 AM
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Wink Re: Reconnaissance at Korocha (GAME FAQ's)

Cool Mike, now where can I find the hex distances for command buddy old pal of mine, I'm sure it has to do with the unit "ratings" IE reg, Guards, Elite, are there Conscripts to??

Cheers, do you really think there won't be another ASL game after this..... I could see some one on one matches here at some point!! WINK

Tom
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  #49 (permalink)  
Old May 5th, 2008, 03:44 AM
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Re: Reconnaissance at Korocha (GAME FAQ's)

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Cool Mike, now where can I find the hex distances for command buddy old pal of mine, I'm sure it has to do with the unit "ratings" IE reg, Guards, Elite, are there Conscripts to??
Its only used in SASL and is 2 hexes from any Leader (if that Leader makes his Command die roll all those in 2 hexes are good to go). Otherwise, if the Leader fails then each squad/unit has to roll independently same as any outside the 2 hex radius.
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Old May 5th, 2008, 04:04 AM
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Talking Re: Reconnaissance at Korocha (GAME FAQ's)

The computer would have to "do this to" though, right?

Cheers, two hexes it is for the next game maybe.....

Tom
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