Just finished watching the three videos. Looks really interesting and the command system is brilliant, at least initially. I’ll rescue my old colección of 20mm - 1/72 Models to play these rules.
I may have missed something. After the AT section react-fired at the recon unit in the German phase, it fired again in the Russian phase. Would that have been considered a second order, thus requiring the CO marker? I’m having a little trouble getting my head wrapped around the orders rules; but, am really excited about getting these rules!
No, the turn is effectively split into 2 parts. So player A can act and player B can react, then all orders are removed and Player B can act and Player A can react.
During the German phase the Russians may react. On switching to the Russian phase play is "reset" and players may issue orders to units, even if they received an order in the previous phase. This allows for almost universal overwatch across the Turn, and avoids those gamey situations where you mark a unit on overwatch and the opponent then avoids it like the plague! You only need a CO Order if you are issuing a second order to the same unit in the SAME phase.
@@ruckandmaul5018 quick question Dave, what about company orders? Can you use company orders in both the active and reactive phases. I assume that a company order is limited to one per complete turn. So could a reactive player return fire twice or fire once move once or ove twice in his reactive phase by using an order and then a company order?
@@davemitchison6798 Yes, by using a COMPANY ORDER followed by using the unique COMPANY COMMANDER'S ORDER. The most "activations" a unit can ever have is two in one phase or three across the entire TURN by using a combination of Company Orders and the Company Commander's unique Order. But as you've seen from the video that can be very expensive in the use of orders, and of course, other units are not receiving orders.
Question: At 21 minutes a Soviet patrol is approached by David's German squad. Representing just 1-3 scouts the Soviets are able to withdraw - but in game terms is there ever a time when you can "see" or fire at an enemy Patrol or are they deemed as too small to be engaged? Also, if the Germans actually contacted the Patrol Marker would it then be removed? Thanks in advance.
@@Hedgehobbit That way a platoon (that's two model vehicles) can be deployed rather than just one. By operating as a platoon the player uses fewer orders and of course, they have more firepower/staying power than two sections operating separately. Though operating as two independent sections might be better under different circumstances, it all depends on what the player wants to do!
@@ruckandmaul5018 Makes sense. Is a recon unit that is mounted in either halfracks, carriers, or jeeps treated as infantry (whole platoon can deploy) or vehicles (only a section)?
Great scenery and equally useful video. Thanks!
*pauses video to read book spines*
Just finished watching the three videos. Looks really interesting and the command system is brilliant, at least initially. I’ll rescue my old colección of 20mm - 1/72 Models to play these rules.
This is the best vid I’ve seen so far, seemed very clear.
This all falling into place nicely Gents. Many thanks, JJ
Very nice look at the mechanisms in these rules, all the best, Garry
Great series, interesting looking game
This looks brilliant Richard and Dave, love thr command friction. Im looking forward to getting my 6mm Brits on the table.
Bonza! They’ll be spot on mate. I’m doing 12mm/10mm
Excellent video chaps. Thank you.
I may have missed something. After the AT section react-fired at the recon unit in the German phase, it fired again in the Russian phase. Would that have been considered a second order, thus requiring the CO marker? I’m having a little trouble getting my head wrapped around the orders rules; but, am really excited about getting these rules!
No, the turn is effectively split into 2 parts. So player A can act and player B can react, then all orders are removed and Player B can act and Player A can react.
During the German phase the Russians may react. On switching to the Russian phase play is "reset" and players may issue orders to units, even if they received an order in the previous phase. This allows for almost universal overwatch across the Turn, and avoids those gamey situations where you mark a unit on overwatch and the opponent then avoids it like the plague! You only need a CO Order if you are issuing a second order to the same unit in the SAME phase.
@@ruckandmaul5018 quick question Dave, what about company orders? Can you use company orders in both the active and reactive phases. I assume that a company order is limited to one per complete turn. So could a reactive player return fire twice or fire once move once or ove twice in his reactive phase by using an order and then a company order?
@@davemitchison6798 yes, company orders can be used for both.
@@davemitchison6798 Yes, by using a COMPANY ORDER followed by using the unique COMPANY COMMANDER'S ORDER.
The most "activations" a unit can ever have is two in one phase or three across the entire TURN by using a combination of Company Orders and the Company Commander's unique Order. But as you've seen from the video that can be very expensive in the use of orders, and of course, other units are not receiving orders.
Really useful for understanding how orders are used.
Question: At 21 minutes a Soviet patrol is approached by David's German squad. Representing just 1-3 scouts the Soviets are able to withdraw - but in game terms is there ever a time when you can "see" or fire at an enemy Patrol or are they deemed as too small to be engaged?
Also, if the Germans actually contacted the Patrol Marker would it then be removed?
Thanks in advance.
Yes. There is. You can drive them of with fire.
@@toofatlardies And if you manage to contact a Combat Patrol its removed from play.
Could those armored cars have deployed from a combat patrol as they are recon units?
Yes, a combat patrol may deploy one Recon AFV section, (but not tanks).
@@ruckandmaul5018 So why did he not do that instead of deploying on the table edge?
@@Hedgehobbit That way a platoon (that's two model vehicles) can be deployed rather than just one. By operating as a platoon the player uses fewer orders and of course, they have more firepower/staying power than two sections operating separately. Though operating as two independent sections might be better under different circumstances, it all depends on what the player wants to do!
@@ruckandmaul5018 Makes sense. Is a recon unit that is mounted in either halfracks, carriers, or jeeps treated as infantry (whole platoon can deploy) or vehicles (only a section)?
@@Hedgehobbit As in vehicles.
Wonderful