TX-5 RUSH HOUR - did we do this right?

Michael R

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The first turn of this scenario is much more simultaneous than ASL usually is. There is only one player turn in game turn one, and each side alternates units during each phase, with the Germans going first. The Rally phase is easy; so is Prep fire since both sides start off board. The Movement phase is where things get interesting.

Both side are the ATTACKER. If an American unit is fired at by stopped German ordnance, does the German ordnance gain acquisition? We chose "NO".

If a German unit is fired at by an American MG, does the MG leave residual firepower in the hex? We chose "NO".

If a German unit fires ordnance at a moving American vehicle are the minimum modifiers +4 for the German unit having moved, and also +2 for the American unit moving? We chose "YES".

Since both sides are the ATTACKER in turn one, is there a Defensive fire phase? We chose "NO".

Do units firing in the Advancing fire phase gain acquisition? We chose "YES".

Thanks.
 

rreinesch

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The first turn of this scenario is much more simultaneous than ASL usually is. There is only one player turn in game turn one, and each side alternates units during each phase, with the Germans going first. The Rally phase is easy; so is Prep fire since both sides start off board. The Movement phase is where things get interesting.

Both side are the ATTACKER. If an American unit is fired at by stopped German ordnance, does the German ordnance gain acquisition? We chose "NO".
Ok, first I'm going to state the SSR in question on the scenario, "There is only one Player Turn for Game Turn 1. All units secretly setup to enter on Turn 1 prior to play. Place a divider across the board to screen initial offboard setup. Each Phase of Game Turn 1 is executed alternating one unit/stack at a time: a German unit/stack first, then an American unit/stack. All units are considered to be the Attacker for Game Turn 1. [Ex., Units which are not marked with a Bounding Fire/Final Fire counter may perform any DFF/SFF/FPF/DF activity normally allowed that Defender (Vehicles pay BFF Penalties, Infantry pay Advance Fire Penalties)]. IF is NA on Turn 1. A unit in CC may not Advance. The German is considered the Attacker for CC purposes."

Correct. Though a unit that moved on board which did not BFF could still fire as in a DFF/SFF/FPF/DF capacity, but since they are ATTACKING would not gain acq.

If a German unit is fired at by an American MG, does the MG leave residual firepower in the hex? We chose "NO".
Correct.

If a German unit fires ordnance at a moving American vehicle are the minimum modifiers +4 for the German unit having moved, and also +2 for the American unit moving? We chose "YES".
Correct. Note the statement that even though they can DFF/SFF/FPF/DF as a Defender would, a vehicle still pays BFF penalties.

Since both sides are the ATTACKER in turn one, is there a Defensive fire phase? We chose "NO".
Correct.

Do units firing in the Advancing fire phase gain acquisition? We chose "YES".
Correct. Yes, just as an ATTACKER normally gain acq in the AFPh.
 
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