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SS Panzer [Command #36]

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Q&A

1) 6.1, Stacking: Can a Soviet unit from any division/corps stack with a static infantry? YES

2) 8.4, Road Bonus: What is a "trucked unit?" SAME AS MOTORIZED (WHEEL SYMBOL BELOW UNIT BOX)

3) 9.8, Suppression and Recovery: During the recovery phase, if a suppressed German unit is adjacent to a Soviet unit, does it add one to its recovery dr like it would during the action phase, thus effectively recovering on a dr of 1-3? Does a suppressed Soviet unit in the same situation add one, effectively recovering on a dr of 1-2? Or are there no modifiers during the recovery phase? SAME MODIFER APPLIES DURING THE RECOCERY PHASE

4) 11.0, Close Combat: Can a unit not involved in a close combat fire at an enemy unit in a close combat hex? Can a unit involved in close combat fire out of its hex at an enemy during its impulse? NO IN BOTH CASES.

5) 11.2, Entry Fire: "If a close combat is not already underway in the hex being entered, the entering unit may be fired on by any one unsurpressed defender..." Is a close combat "underway" the moment a unit moves in and survives entry fire (thus allowing other units to move in during that impulse without taking fire), or is it "underway" if close combat exists from a previous impulse? PREVIOUS IMPULSE

6) 11.3, Close Combat Resolution: If a unit moves out of close combat during its impulse, its first hex entered will (normally) be in the ZOC of a unit it was previously engaged in close combat with. Do you roll 1 or 2 dice at a unit moving out of a close combat? ONE, JUST LIKE ANY OTHER MOVE INTO AN EZOC

7) 13.0, Bombardment: Are hits on infantry scored on a 1, 2, or 3? YES

1 -- Can artillery barrage/fire support against the same unit in the same phase? That is, can you see the result of your fire, then choose to fire again at the same unit? YES

2 -- Does all Sov barrage need to be pre-designated? NO

3 -- Some vehicles and heavy infantry have a parenthesized anti-infantry factor. I take this to mean that they need an infantry unit stacked with them to use this factor in close combat. However, if they have a range greater than zero (0), can they fire on infantry using their parenthesized value? YES

Do they need an infantry unit stacked with them to use this factor in non-close combat fire? NO

4 -- When a unit moves into close combat, how many dice does the defender throw? It's clear that German artillery throws only one die, but what about non-artillery using entry fire? ONE, TWO, THREE OR FOUR PER RULE 9.5

5 -- In close combat, you ignore suppresion effects. Do these effects carry over? I mean, say I have two units firing against two enemies, can I roll against one enemy and see what I get, and if I get one hit, roll my second unit against the same enemy, with all subsequent hits counting? YES Does all firing in close combat need to be pre-designated? NO, DESIGNATE EACH TARGET AS YOU FIRE.

6 -- When moving into close combat, does attacker get defensive benefits of the defender's terrain, or from the terrain he's entering from? NEITHER

7 -- In close combat, can you designate more units to enter a hex than the stacking value permits, in case some get suppressed, or can the Sovs just designate 2 units and the Germans 4? 2 AND 4 RESPECTIVELY

Can a unit(s) enter close combat with another unit and then when it's next impulse rolls around exit close combat into any hex? If so then you can essentially motor right through any defensive line in two impulses, admittedly a long time if there is four turns but it seems to negate the value of static infantry in terms of protecting the soviet's flank. Am I missing something?

No, you're not missing anything, but that is certainly taking the long way round. You will be subject to at least one round of close combat.

Yes, this does limit the value of the static infantry, at least for stopping tanks, but when did a thin line of infantry ever form much of a barrier to a strong tank attack? To make a line genuinely strong, you have to have several layers (not necessarily adjacent) of troops, heavily supported by artillery, mines, AT and tanks. That just isn't the case here, as this battle was on a largely unprepared battlefield, fought by units arriving there over the last day and a half. All that said, I don't think you'll find overrunning a line a profitable tactic.

As always with a new system it's taking time and clarifications to work out the nuances, but we think we've got a simple system that gives a lot of flavor. I'm particularly pleased that we wrote 10 rules requiring a combined arms approach without actually saying it that way. That is, you have to use artillery to suppress before trying to close assault, tanks overrunning infantry need their own infantry to help, infantry are great for holding ground but not so good at taking it, and so on. You can look for other titles using this systme down the road.

1 -- Say 2 Sov units are designated to enter a hex for close combat. If the first unit is suppressed, and thus doesn't enter close combat, can the 2nd unit choose NOT to try to enter close combat, or is it committed to enter? NO -- ALL ENTRY IS SIMULTANEOUS

2 -- When a defending unit performs entry fire at a unit trying to enter close combat, does it do so at a range of 0 hexes or 1 hex? I ask, because if done at a range of 1 hex, most infantry units cannot keep enemies out of their hex (since their range is 0). RANGE IS "1"

3 -- If entry fire is done at a range of 0 hexes, can a unit with a parenthesized anti-vehicle attack factor perform entry fire against vehicular units? NO

4 -- When a unit leaves a close combat hex, can units with a 0 range fire at the leaving unit (example would be an infantry unit leaving in its trucks -- if armor units with a 0 anti-infantry range can't fire, it seems odd that the trucks can just flee the tanks unscathed). NO, THEY CAN'T SHOOT

5 -- In close combat, the rules state that suppression effects are ignored. Does this mean that every hit on an enemy unit kills a step, or must you make 2 hits to kill the first step (first is suppression which is ignored, 2nd is a step loss). If it does take 2 hits to kill the first step, this makes close combat not very bloody! MUST SCORE TWO HITS TO KILL A STEP.

6 -- To control a victory point hex, does one side have to be the sole occupant of the hex? What status does a victory point hex have if close combat exists in that hex at the end of a turn (for German decisive victory), or at the end of the game? UNCONTROLLED BY EITHER SIDE

7 -- Berm blocks the LOS. Can units fire at adjacent units through berm hexsides? YES

8 -- Does a ZOC extend through berm crossings? NO

9 -- Does LOS extend through berm crossings? NO

1. A. Can units in Close Combat spot for artillery? YES

1 B. Can suppressed units spot for artillery? YES

2. Can units in a close combat exit their hex directly into another close combat hex? YES, SUBJECT TO ALL APPLICABLE EXIT/ENTRY FIRES

If so, does their presence reduce the number of units which may be designated to enter the hex they are leaving? YES

If so, does the lack of available entry fire into the hex the first mentioned units are entering (which guarantees that they will enter successfully) affect the reduction? NO

3. If more than one unit leaves close combat in a hex with a unit with a range > 0 (vs their type), can all be subjected to ZOC-entry fire, or just the last unit to leave? ALL


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