Are there any MMP scenarios that require a side to exit Guns?

clubby

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Oh I looked I didn't see it. Looking is not my strong suit.
 

BattleSchool

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Thanks!

Another oldie. No qualifier on the INF Gun, which presumably is worth 2 EVP, even if malfunctioned.

A31 VC: Germans win immediately upon Exiting ≥ 30 VP off road hex 9A5/A6. (Each wagon counts for 3 VP if exiited.)

SSR 3 Wagons may not transport Personnel units (EXC: German crew).
 

BattleSchool

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ASL 269 Rommel’s Remedy has an exit requirement in DVP. There are a couple guns with DVP that could be towed or dismantled (81 MTR) and transported off the board to contribute to the DVP total.
Another great example, thanks! A Gun's DVP count even if dm/malfunctioned (F.3). Because the VC is all about DVP, a Gun towed off without a crew still counts for DVP.

Towing is a long shot given it will take a turn to enter, another turn to hook up a gun to the SPW250/1, and at least six turns to exit off the east edge. But it's not impossible.

Based on my understanding of C10.13, the 81 MTR may be a better bet when loaded into the SPW 250/1. Almost makes ignoring the 88L (6 DVP) a no brainer, as that 88 ain't goin' nowhere. Plus the MTR has s8.
 

Jacometti

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I am not sure if scenarios which are about exiting guns are all that exiting, frankly.

Generally players already hate guns being brought on board in Tow, which is a pain in the rear end. But maybe you survive all that MP-counting and residual firepower, and you may even get to point it at something and fire a shot or two.
 

BattleSchool

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I am not sure if scenarios which are about exiting guns are all that exiting, frankly.

Generally players already hate guns being brought on board in Tow, which is a pain in the rear end. But maybe you survive all that MP-counting and residual firepower, and you may even get to point it at something and fire a shot or two.
Generally speaking, I'm not big on Exit VC to begin with, exiting Guns less so. However, I can see where such a VC might align with a historical situation. Moreover, some scenarios like Grab and Go are quite innovative in their own right.

But that isn't what piqued my interest in scenarios that require Guns to exit. It's more about the state of the weapon upon exit that intrigued me.
 
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