Has any one played/know about KGP CGIV Above the Prayers

aneil1234

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So there is an SSR for this CG - SSR3 - (edited) "during Night scenario, The Germans may automatically release units under RESERVE/No Move at the start of T5"

So ok, no probs with the No Move. But Reserve units ?????
This seems to be completely against the rules and the spirit of Reserve unit rules. (Can't be activated unless shot at or in LoS and 6 hexes etc)

But at night when no one can see no one else...... Suddenly they CAN activate ?

Is this really right ?
 

Eagle4ty

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SSRs preempt normal rules should they come into conflict; so YES, it certainly seems to read that way.
 

aneil1234

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Thanks

Would LOVE to know the rational behind that one
So at night a reserve can activate - but during daytime they cant.????
Even worse when the NVR is 0 at the mo, cant see jack !!!!!!
 

jrv

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Thanks

Would LOVE to know the rational behind that one
So at night a reserve can activate - but during daytime they cant.????
Even worse when the NVR is 0 at the mo, cant see jack !!!!!!
Usually by turn 5 of a scenario starshells are up, and seeing at least one enemy unit is not a problem even if NVR is zero.

JR
 

Eagle4ty

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Thanks

Would LOVE to know the rational behind that one
So at night a reserve can activate - but during daytime they cant.????
Even worse when the NVR is 0 at the mo, cant see jack !!!!!!
Making a SWAG (scientific wild ass guess), perhaps the designers felt that reinforcements brought up during the night were eventually drawn into the battle as morning neared and they were finally consolidated?
 

Pyth

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SSRs in general, but especially when some important rule is being flouted, usually have a rationale that can be understood from reading the scenario situation/flavor text or from reading design notes. Is there really nothing in KGP supplied notes that doesnt make you say -- "oh so thats what thats about."-- ?
 

Jumbo

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Yes, back in the 90s.
Great fun.
We played it as it reads, that units under No Move and units in Reserve are released at the start of turn 5.
Victory determination came down to a die roll at the end.
I lost.
Still, great fun - all the flavor of Kampfgruppe Peiper CG, distilled into a very playable package.
 

mgmasl

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Because NVR is so low is very easy to move around reserve units.. Attacker knows perfectly where reserve are placed and it´s very easy to bypass them without being seen at all.. I think a good SSR
 

Paul S NJ

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I played this CG twice, it's short, fun and very well balanced. Good starter CG, give the newbie the Germans. Not easy with ML 6 attackers to root out ML 8 defenders in stone buildings. US has OBA, smoke, and night to close into CC.
 
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