peterk1 said:
Hi Daniel,
You sure about the cellars? I just checked it again. Those are rooftops in the factories. That table from Journal 2 tends to generate a lot of ?'s on roofs because all the cellar/level1/level2 results become roofs in factories.
Yes I'm sure about the cellers. ASLRB O6.1 RB Cellers
By telling you where cellers can be; it is excluding them from all other locations, remember COWTRS.
I found the Stukas are the best way to clear them off with strafing attacks. It's an easy Sighting task check for them too.
Someday I'll get around to buying Stukas. It's just that I like the Infantry game and so that means that I don't usaly play with the extras.
This is my first RB experience (after having the game for many years), so I'm using it to learn the rules.
long ago I played a RB campaign with 5 other guys in my basement it took about 8 months to play and that was just CGIII. lots of fun and I'd like to do it again some time, ftf that is RB is almost too big for VASL.
I wish the VASL map had LOS checking enabled (grrrr). There's some tricky LOSes with the rooftops in play.
Yes lots of trickey LOS but the real thing about it is remembering Longe Range Activation. SASL is not something that you can blast through
IF you want to learn the rules to either ASL or SASL :laugh:
The multiple ?'s happen when there are > 1 rule used for setup. In the RB SASl campaign you do 4.1 a) first to get ?'s in most buildings and rubble and then there's 4.1c) to get even more ?'s in all stone locations which are the VPOs. So basically there's 2 rolls being made on A9e for a lot of places. Mission r1 fron Journal 2 is also setup this way.
This happens in normal SASL missions like The Fortress as well.
In the RB SASL campaign, you can only have multiple ?'s in ground/roof level factories though.
I was just woundering because I did not see the RB SASL CG game rules that you are using.
RB is really not all that hard!
Grasshopper you are still young and the pebble only looks small
I expect most vehicles will be pretty static in this one anyways - one bog check/move into good defensive terrain and then fire away the rest of the day...so not too, too many vehicle rules come into play (I hope).
There is a German tactick call the 'Armored Blitz' that has been used in ftf RB CG. :devil: You'd be suprized at how those AFV can get around and really chop up the Russian def.
sounds like you are haveing a grand time. The CG that you are playing would need to be worked on and playtested to make it so that the player could play either side. Because that is what it would need (IMO) in order to make it something thatMMP would publish.
I did some of the playtesting on the missions that appear in J1. I played r1 and r2 a few times from both sides.
In revisiting it now I realize that there is something that is really missing. That is to give the Russian, as the ENEMY, a MOL-PROJECTOR activation cheek.
When I playtested I never put any AFV on board and never had a RE bring them in. In the game I'm playing now I bought a plt. of Stug's and noticed that you can run them up to 2 hexes away from the Russian S? and not worry about AT capability.
So I've divised a house rule, just like Long Range Activation I'm giving the Russian S? a DR when a German AFV is in LOS and <= 3 hexes, if it's a DR2 then the S? activats as a 127 with MOL-P and a one time TH DRM of -2. Any other DR nothing happens, the S? stays where it is.
I'll let you know how it goes but so far I'm keeping the AFV's back that extra hex, just in case.
Daniel