Tork
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greetings!
Carl Nogueira & I are starting the BRT CGIII, 'Utmost Savagery', and surprise surprise, some questions came up. Since the YASL list has far fewer people who have tried this monster, we are searching for wisdom here...
First, if there is a Gun under a trench, and the trench is removed, due to palm trees falling into it in this case, but could be due to another unit boxcarring its MC, is the Gun considered emplaced or is it forced to rely on whatever TEM is available?
Second, a pillbox is adjacent to a trench, thereby forming a bunker. The pillbox/bunker is in a palm hex, which is transformed into palm debris by the bombardment. Is the pillbox still a bunker? I'd say no, as the palm debris should have filled in the slit trenches used for communication.
For those of you keeping track of the CG at home, the naval bombardments striped a couple of Japanese units, destroyed no pillboxes, but removed a few wire hexes, breached a lot of seawall hexsides, rubbled a few wooden buildings (but five in a row on the Beak passed their MCs!), and a lot of palm trees were taken down. There is a row of four consecutive seawall hexsides breached just to the east of the big pier. The smoke from the bombardments covers a vast stretch of Red Two into Red Three, plus the entire Beak. It looks like Carl is going to run an amphibious alpha strike, six companies of Marines on the first wave... MESSSYY!
Once the Marines entered, the Scout/Sniper platoon teleported onto the middle of the pier, since the pier is not in the Japanese setup area, I could not use MMCs under the pier to keep the scouts farther out in the lagoon. However, the Marine SAN starts at a 5 due to the +3 for the seaborne assault. The SAN drops by that 3 when the first Marine unit enters a "Land" hex. Does the Scout/Snipers on the pier count as being on a "land" hex? Do Scout/Sniper actions by move/advancing into a hinterland hex cause the drop in the Marine SAN?
During the CC phase, the Scout/snipers advanced into a hex with an occupied Japanese trench and occupied pillbox. We know that the Marines could not attack the pillbox occupant due to the presence of the screening unit (a crew for a dual 12.7mm HMG). How do you resolve the CC attack by the Japanese? Can the crew of the 12.7 combine with the occupant of the pillbox in a Normal (black number) CC attack? We believe the occupant of the pillbox can attack out, but combining is a question.
Next, the Japanese sniper wounded Lt. Hawkins, the 10-3 with the Scout/Snipers. Assuming the Marines want to pull the 'leader in the wheelbarrow' trick, does the squad that wants to carry the leader need to roll a recovery attempt to grab him? Or is that roll unnecessary?
Carl Nogueira & I are starting the BRT CGIII, 'Utmost Savagery', and surprise surprise, some questions came up. Since the YASL list has far fewer people who have tried this monster, we are searching for wisdom here...
First, if there is a Gun under a trench, and the trench is removed, due to palm trees falling into it in this case, but could be due to another unit boxcarring its MC, is the Gun considered emplaced or is it forced to rely on whatever TEM is available?
Second, a pillbox is adjacent to a trench, thereby forming a bunker. The pillbox/bunker is in a palm hex, which is transformed into palm debris by the bombardment. Is the pillbox still a bunker? I'd say no, as the palm debris should have filled in the slit trenches used for communication.
For those of you keeping track of the CG at home, the naval bombardments striped a couple of Japanese units, destroyed no pillboxes, but removed a few wire hexes, breached a lot of seawall hexsides, rubbled a few wooden buildings (but five in a row on the Beak passed their MCs!), and a lot of palm trees were taken down. There is a row of four consecutive seawall hexsides breached just to the east of the big pier. The smoke from the bombardments covers a vast stretch of Red Two into Red Three, plus the entire Beak. It looks like Carl is going to run an amphibious alpha strike, six companies of Marines on the first wave... MESSSYY!
Once the Marines entered, the Scout/Sniper platoon teleported onto the middle of the pier, since the pier is not in the Japanese setup area, I could not use MMCs under the pier to keep the scouts farther out in the lagoon. However, the Marine SAN starts at a 5 due to the +3 for the seaborne assault. The SAN drops by that 3 when the first Marine unit enters a "Land" hex. Does the Scout/Snipers on the pier count as being on a "land" hex? Do Scout/Sniper actions by move/advancing into a hinterland hex cause the drop in the Marine SAN?
During the CC phase, the Scout/snipers advanced into a hex with an occupied Japanese trench and occupied pillbox. We know that the Marines could not attack the pillbox occupant due to the presence of the screening unit (a crew for a dual 12.7mm HMG). How do you resolve the CC attack by the Japanese? Can the crew of the 12.7 combine with the occupant of the pillbox in a Normal (black number) CC attack? We believe the occupant of the pillbox can attack out, but combining is a question.
Next, the Japanese sniper wounded Lt. Hawkins, the 10-3 with the Scout/Snipers. Assuming the Marines want to pull the 'leader in the wheelbarrow' trick, does the squad that wants to carry the leader need to roll a recovery attempt to grab him? Or is that roll unnecessary?