JG53_Jaguar
Member
I will try load the turn #1 saved game file when I get home...I've got that version, too. It seemed to work for other people. Perhaps you should try again? Or try my turn 1 log in stead.
Cheers,
Allard :salute:
I will try load the turn #1 saved game file when I get home...I've got that version, too. It seemed to work for other people. Perhaps you should try again? Or try my turn 1 log in stead.
Cheers,
Allard :salute:
Actually, I may be wrong on this one. Can't seem to find the rules reference, except that ENEMY units SW's are dm when they are in advance attitude.Some comments on turn 1:
Your mortars and HMG/MMG should start the mission dismantled.
Some comments on turn 1:
Setup:
Your mortars and HMG/MMG should start the mission dismantled.
ATR's should generally be given to the SW teams (1FP crews), since only they can fire it without penalty. (S17.141)
L10 and M10 should be checked for long-range activation (S5.32) on your move to H1.
There is an additional -1 on the activation at D6, for having a unit within 2 hexes, because of the just-activated unit at E6.
For every ENEMY squad generated, there should be a DR on L2 to determine its quality (Elite / 1st / Green).
You need to check for panic before your firing in the ENEMY's DFPh.
I was confusing ENEMY and player here. ENEMY in advance attitude will always get dm SW's when activated. That's not relevant for this mission, though, unless you get a random-event.This is very helpful! Thanks a lot!! :halo:
Two questions though.
1. Why do the HMG/MMG and mortars start dismantled?
No, each one can be different. See the S5.752 example. The exception is S12.22 special forces integrity, but that is not applicable for this ENEMY type.2. I thought that when the first SQ is 1st line, the rest should also be 1st line. Isn't that the case?
Allard :salute:
Also, each moving unit/stack needs only ONE long-range activation DR per Mph. The closest eligible S? is the one that activates. Use random-selection to choose among equidistant eligible S? when long-range activation occurs.Next.....when your half squad was moving and you got hit with a K/2 on the defensive fire.
You should not have rolled long range activation after the K/2.
Once a result has been obtained and a unit is broken or eliminated. You stop doing activation checks.
Oke - I read this as checking until a S? activates and then stop checking because only one S? gets activated.Also, each moving unit/stack needs only ONE long-range activation DR per Mph. The closest eligible S? is the one that activates. Use random-selection to choose among equidistant eligible S? when long-range activation occurs.