Rotating the turret counts as a command (errata). So, you can’t shoot in two different areas in the same turn unless you have Synergy (three commands once per mission).
I think rotating the turret is a free action if you fire, but it also limits your main gun fire to one time in one turn, meaning you could turn the turret and fire as one action, and then do another action like fire 50 cal or reload ready rack
@@WW2SolitaireBoardGameChannel eh, lots of nuances with this thing. Looking at the errata, clarifications and Greg’s answers all over, I’d say you are somewhat correct. Rotating the turret limits both the main gun and coax to one firing of either per that combat round. So, I’d say firing with the commander’s .50 cal or the bow MG would still be allowed. The errata 7.2 3. states you can’t rotate the turret and reload the ready rack in the same round. Rotating the turret without firing is itself a command.
@@tedbrayton I missed that you can't reload ready rack when rotating turret, thanks for that. I'm doing my own playthrough and I'm scared of doing errors so it's currently paralyzing me a little.....
@@WW2SolitaireBoardGameChannel as you say, fog of war? Given the rulebook, most of us are making lots of errors or asking lots of questions in the beginning. Rather than play error free, I think the more achievable goal would be to continue to play with fewer and fewer errors, until there are very few to none left.
What I find that's a little confusing is movement to the flanks. I know vehicles during the 1st turn and some other turns, but what bout the Infantry?? can't they move up along the flanks as well?? and if so, when???
The problem is I was very excited and jumped quickly onto this game. That means I filmed all the parts prior to the errata that they put out which to be fair they put out quickly. It is on BGG and their website that clears up the confusion.
@@thegimpygamer It's all good!! I must say that my 1st game turned out EXACTLY as the one you played !! same units and pretty much the same ending!! LOL
Did they say in the errata? I could see it either way with 1 infantry left. Auto end or finish the round. Regardless I find doing the event to be more exciting since it can change the whole outcome.
That's what happens when you put a Marine in charge of a Sherman - Attack! Attack! 😄
Rotating the turret counts as a command (errata). So, you can’t shoot in two different areas in the same turn unless you have Synergy (three commands once per mission).
Yea I am annotating on all of these that they were filmed prior to the errata coming out.
I think rotating the turret is a free action if you fire, but it also limits your main gun fire to one time in one turn, meaning you could turn the turret and fire as one action, and then do another action like fire 50 cal or reload ready rack
@@WW2SolitaireBoardGameChannel eh, lots of nuances with this thing. Looking at the errata, clarifications and Greg’s answers all over, I’d say you are somewhat correct. Rotating the turret limits both the main gun and coax to one firing of either per that combat round. So, I’d say firing with the commander’s .50 cal or the bow MG would still be allowed. The errata 7.2 3. states you can’t rotate the turret and reload the ready rack in the same round. Rotating the turret without firing is itself a command.
@@tedbrayton I missed that you can't reload ready rack when rotating turret, thanks for that. I'm doing my own playthrough and I'm scared of doing errors so it's currently paralyzing me a little.....
@@WW2SolitaireBoardGameChannel as you say, fog of war? Given the rulebook, most of us are making lots of errors or asking lots of questions in the beginning. Rather than play error free, I think the more achievable goal would be to continue to play with fewer and fewer errors, until there are very few to none left.
Highly addictive game when you get the hang of it. Loads of fun!
Yes. Lots of fun even when you're first mission is two pzr IV and a stug3 to your left and right...
Happy Birthday, Marine!
I can't wait to get going with this. Soon! Fun to watch you play Gimpy!
Thanks brother.
Don’t think you get to see who will target you before your turn
It's the 3rd step in the sequence of play if I remember right. The Players actions are after that step.
Errata moves it to step 5.
Yes, You do. You roll a dice for each enemy BEFORE you do anything(step 5). If you roll a 1, they target you - so YES you get to see who targets you.
Happy Birthday Jarhead!
What I find that's a little confusing is movement to the flanks. I know vehicles during the 1st turn and some other turns, but what bout the Infantry?? can't they move up along the flanks as well?? and if so, when???
The problem is I was very excited and jumped quickly onto this game. That means I filmed all the parts prior to the errata that they put out which to be fair they put out quickly. It is on BGG and their website that clears up the confusion.
@@thegimpygamer It's all good!! I must say that my 1st game turned out EXACTLY as the one you played !! same units and pretty much the same ending!! LOL
When going to Hull Down, need to check for IMM? Also, don't think you need to check for event when there is only 1 INF left.
Did they say in the errata? I could see it either way with 1 infantry left. Auto end or finish the round. Regardless I find doing the event to be more exciting since it can change the whole outcome.
If the enemy has been reduced to a single INF unit, they are considered to withdraw or surrender and the Mission ends. (Para 6 page 14)
Correct, no event check
Isn't there a chance that remaining infantry is going to runaway?
Yes a single infantry counter will flee as long as the event doesn't reinforce them.
Colds? Sharing is caring...
8 of us. 4 have been sharing...
Driving me nuts. I'll get over one and then they have another playdate. They are like adorable plaguebearers