If only I had a strong suit.Oh I looked I didn't see it. Looking is not my strong suit.
A31 On the Road to Andalsnes.Am racking my brain but MAY remember three.
First was an older German-Dutch scenario (from the General , G7) with Germans having 75 ART towed by Wagons.
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).
Your strong suit is recognizing your weaknesses.If only I had a strong suit.
I've got those in spades.Your strong suit is recognizing your weaknesses.![]()
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.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.
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.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.