Dummy at start placement

applecatcher4

Senior Member
Joined
Jun 13, 2006
Messages
1,360
Reaction score
190
Location
Basingstoke
Country
ll
Hi
I know this is basic but it has been a while. Can I place OB given concealment counters on real HIP units - so it looks like my mmg/leader nest but then appears to move in my turn - leaving real mmg nest hip behind?

Thanks
 

ctewks

Member
Joined
Jan 28, 2003
Messages
341
Reaction score
168
Location
Massachusetts
Country
llUnited States
So if what you're saying, HIP some units is hex A..... then drop a couple dummies also in hex A, then yes, you can do that. And yes, you could move the dummies out and leave the HIPsters behind. Clever trick.
 

Pyth

Senior Member
Joined
Aug 13, 2014
Messages
1,092
Reaction score
288
Location
Brooklyn NY
Country
llUnited States
It is a clever trick!

Maybe this is just nomenclature... But i don't think you are placing a concealment on the hip units at all... which is to say you can't place a single ob concealment there... you are placing two ?'s... aka a "dummy stack". I think vinnie is saying the same thing as me...

what I'm saying: Can a dummy stack be set up in the same hex as hipped units? Absolutely... But I don't think you should think of this as concealing HIP'd units, that's not what is happening.
 

semenza

Senior Member
Joined
Nov 21, 2005
Messages
963
Reaction score
438
Location
Poplar Ridge , NY
Country
llUnited States
It's a clever trick as long as the dummy doesn't draw fire and end up revealing the HIP units. Just gotta be careful about it.

Seth
 

G.L.O.A.T.

Shut up and Play
Joined
Apr 9, 2014
Messages
590
Reaction score
101
Location
Cornelius, NC
Country
llUnited States
Still, it can pay off. Especially if you “skulk” out of LOS with the Dummy Stack, then advance back into a different hex during the APh (leaving the Dummies and HIPpies in different Locations).
 

von Marwitz

Forum Guru
Joined
Nov 25, 2010
Messages
14,377
Reaction score
10,272
Location
Kraut Corner
Country
llUkraine
Another dummy trick: place a dummy in an AP minefield hex. Your opponent may bump-scout it.

JR
Works especially well if you opponents are US units with a GO morale of 6. They might get stuck in a minefield forever. Break upon entry. Take a while to (self-)rally. Then break again upon the attempt of getting out. Take a while to (self-)rally... Rinse and repeat.

von Marwitz
 

jrv

Forum Guru
Joined
May 25, 2005
Messages
21,998
Reaction score
6,206
Location
Teutoburger Wald
Country
llIceland
Works especially well if you opponents are US units with a GO morale of 6. They might get stuck in a minefield forever. Break upon entry. Take a while to (self-)rally. Then break again upon the attempt of getting out. Take a while to (self-)rally... Rinse and repeat.
The unit might try to clear the minefield instead of leaving to avoid that endless cycle. But just moving out would probably be quicker .

JR
 

von Marwitz

Forum Guru
Joined
Nov 25, 2010
Messages
14,377
Reaction score
10,272
Location
Kraut Corner
Country
llUkraine
The unit might try to clear the minefield instead of leaving to avoid that endless cycle. But just moving out would probably be quicker .

JR
That might be a solution. But usually, until they step into the trap it might be around turn 2 or 3. Until they recover, turn 3, 4 or 5. Might be enough to keep them effectively out of the game in a short scenario.

von Marwitz
 

Eagle4ty

Forum Guru
Joined
Nov 7, 2007
Messages
6,918
Reaction score
5,102
Location
Eau Claire, Wi
Country
llUnited States
Works especially well if you opponents are US units with a GO morale of 6. They might get stuck in a minefield forever. Break upon entry. Take a while to (self-)rally. Then break again upon the attempt of getting out. Take a while to (self-)rally... Rinse and repeat.

von Marwitz
With a broken morale of 8 take your chances and rout out of the minefield may be a better choice.
 
Top