EagleIV
Elder Member
Various Suicide Creek questions and comments
Here is several comments I have from playing the CG.
1. I find it odd that at night (with an NVR of 2 or more, and no trip flares) a unit in H15 can't see H16, but can see H17. This is per G2.3. Note that using Starshells doesn't change this.
2. I assume that the foxholes from SC1.4 are free and the minimum size needed to hold the units occupying them. (You can't create a 3S foxhole to hold just a leader with the idea that someone might rout into him.)
3. When trip flares/wire are purchased in a night date, but no scenario takes place are they retained until the next night or can they be used during the next day scenario (see below)?
4. If not found during a night scenario do trip flares/wire remain in play in the same hex during the day scenarios? The next night scenario?
5. Do trip wires work during day scenarios? Can they be purchased and placed during day scenarios? (Useful for striping concealment from units using AM).
6. Can a trip flare be tripped (and the number reduced) during day scenarios even though it doesn't do anything (other than eliminate dummies before rolling to be tripped)?
7. I assume that like other CGs if OBA is retained you can't switch a radio for a phone.
8. It has already be pointed out that the FRD cost of reserve units is the discounted cost, not the discount that is FRD. This means Japanese I3 in reserve costs 2CPP and Japanese I7 in reserve costs 6CPP.
9, The Japanese HQ Sect is way over priced. You are paying 4-5 CPP for a -2 on the leader DR. At least for the Marine HQ Sect you are paying 1CPP for a -3 DR.
10. For the Japanese AT Sect is the T-H-H retained if not used? Does it matter if he was HIP or a DC hero still part of a squad?
11. I assume for the Japanese AT Sect if you get the DC it replaces a HIP T-H-H.
Here is several comments I have from playing the CG.
1. I find it odd that at night (with an NVR of 2 or more, and no trip flares) a unit in H15 can't see H16, but can see H17. This is per G2.3. Note that using Starshells doesn't change this.
2. I assume that the foxholes from SC1.4 are free and the minimum size needed to hold the units occupying them. (You can't create a 3S foxhole to hold just a leader with the idea that someone might rout into him.)
3. When trip flares/wire are purchased in a night date, but no scenario takes place are they retained until the next night or can they be used during the next day scenario (see below)?
4. If not found during a night scenario do trip flares/wire remain in play in the same hex during the day scenarios? The next night scenario?
5. Do trip wires work during day scenarios? Can they be purchased and placed during day scenarios? (Useful for striping concealment from units using AM).
6. Can a trip flare be tripped (and the number reduced) during day scenarios even though it doesn't do anything (other than eliminate dummies before rolling to be tripped)?
7. I assume that like other CGs if OBA is retained you can't switch a radio for a phone.
8. It has already be pointed out that the FRD cost of reserve units is the discounted cost, not the discount that is FRD. This means Japanese I3 in reserve costs 2CPP and Japanese I7 in reserve costs 6CPP.
9, The Japanese HQ Sect is way over priced. You are paying 4-5 CPP for a -2 on the leader DR. At least for the Marine HQ Sect you are paying 1CPP for a -3 DR.
10. For the Japanese AT Sect is the T-H-H retained if not used? Does it matter if he was HIP or a DC hero still part of a squad?
11. I assume for the Japanese AT Sect if you get the DC it replaces a HIP T-H-H.