Post by Stalker6 on Jun 1, 2017 1:43:45 GMT
1st post of this topic is related to:
- Operation Adjacent I: German Invasion of France 1940
- Operation Adjacent II: Gothic Line Italy 1944
2nd post of this topic is related to the Halbe Pocket Scenario, 28th April 1945 - Berlin.
- Operation Adjacent I: German Invasion of France 1940
- Operation Adjacent II: Gothic Line Italy 1944
2nd post of this topic is related to the Halbe Pocket Scenario, 28th April 1945 - Berlin.
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Revision July 2010 for scenario: 1940 German Invasion- Op. Adjacent One[/u][/i], updates:
- revised map pack, enhanced details and landscape!
- multiple deployment options for the map pack!
- terrain tiles to go with the map (included)!
- 3 versions of the map pack for every taste: standard, center dots and veteran (see below details).
- revised "player friendly" France 1940 Scenario (see below).
- added secondary Scenario on a different map layout - Italy 1944 (see the second post of this topic).
- new support paper for this map pack: photo paper or plastic (polypro) paper.
- PLEASE NOTE: this is not the Gold Edition (GE) - that was a limited run. Its the same pack, but without the Extras and various discounts that were offered then.
- see also 3rd post of this topic for recommended Counter Packs (not included with the map).
"Adjacent One" soundtrack:
<embed src="http://www.youtube.com/v/NxjgRvaTunc&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed>
ARMY BUILDS
1.1 German forces:
~Builds (Armies):
# Wehrmacht Panzer Division (93 pt)
# SS Panzer Division (93 pt)
Siege Battalion: if in the first 5 turns, all Allied troops are inside the Town Defense Perimeter, the Axis player(s) are reinforced with a Siege Battalion (1x Pioneers, 1x Flammenwerfer deployed adjacent to any friendly unit).
~Restrictions (apply to all German Forces as a whole!):
- Forbidden units: Traps, Obstacles and Fortifications.
- Numerical Restricted Units:
- 1 piece: Panzer IV (Ausf A or Elite Ausf D), Wehrmacht Expert Sniper, Veteran Fallschirmjager or Fallschirmjager, Grizzled Veteran.
The Panzer IV was the only German tank to remain in both production and combat throughout World War II and measured over the entire war it comprised 30% of the Wehrmacht's total tank strength. Although in service by early 1939, at the start of the war the majority of German armor was made up of obsolete Panzer Is and Panzer IIs.
- 2 pieces: German planes of the same type, Panzer III F, Sdkfz 251.
- The number of Commanders must not be greater than the number of normal infantry.
- Cost restrictions:
- The Cost of Soldier-Artillery must not be greater than the Cost of Infantry for each army, individually.
- The Cost of all Vehicles and Airplanes combined must not be greater than the Cost of Infantry and Artillery combined, for each army, individually.
- Scenario restrictions:
- Wehrmacht Panzer Division is not allowed to use any SS – type of infantry and any Panzer IV models. Due to the lack of pre-1940 non-SS Commander, this Army is given the option to use the HQ piece at half the cost.
- SS Panzer Division can use only SS – type of infantry and Mauser Kar infantry.
In France the SS Totenkopf was involved in the only Allied tank attack in the Battle of France.
-Unused Cost Points cannot be redistributed to another Army!
1.2 Allied forces:
~Builds (Armies):
# French Mechanized Light Division (90 pt)*
*Low Morale: these units must re-roll one die of 4 if this is a Success in their Attack Phase.
French Infantry Battalion: if after 4 complete turns no units German units are in the deployment area of French Mechanized Division, a French Infantry Battalion (2x MAS Rifle) is deployed as reinforcements adjacent to the Objective hexes.
# British Expeditionary Force – Mechanized Infantry Division (70 pt)
# Polish Infantry Division (15 pt)**
**Lack of equipment: if these units in any Attack Phase or Defensive Fire attacks roll two or more dice of 6, one of them will be disregarded.
~Restrictions:
- Forbidden units: Polish Vehicles.
- Numerical Restricted Units:
- 1 piece: [Morane Saulnier MS.406 or Spitfire or Ace], Gurkha Riflemen, Somua S-35, Heavy Tanks (Char B1 or Matilda II or Valentine I or FCM 36), British Tanks (Valentine I or Cruiser or Matilda II), Polish units of the same type.
The BEF was sent to France in September 1939 and deployed mainly along the Belgian—French border. The BEF did not commence hostilities until the invasion of France on 10 May 1940. After the commencement of battle they were driven back through France forcing their eventual evacuation from several ports along the French northern coastline, the most notable evacuation was from the Dunkirk region.
- 2 pieces: 2-Pounder AT Gun, Universal Carrier, P107 Half Truck, Panhard P178, Renault R-35, Hotchkiss H-39.
- The number of Commanders must not be greater than the number of normal Infantry.
- Cost restrictions:
- The Cost of Soldier-Artillery must not be greater than the Cost of Infantry for each army, individually.
- The Cost of all Vehicles and Airplanes combined must not be greater than the Cost of Infantry and Artillery combined, for each army, individually.
- Scenario restrictions:
- Traps, Obstacles and Fortifications, regardless of Allied Army, if chosen in builds, are allowed to be placed in any Allied deployment zone, with the exception of town (orange) hexes.
- Allied Forces (as a whole) cannot deploy more than 3 vehicles all together (Trucks, Halftracks and Universal Carriers do not count for this restriction).
- Unused Cost Points cannot be redistributed to another Army![/quote]
SCENARIO PLOT
Army Deployment: Allied player(s) first (inclusive of Traps, Obstacles and Fortifications if any), then German player(s).
1st Turn (only): German player(s) move/attack first, then Allied player(s).
5th Turn: beginning of 5th turn, verify if any German units are (were) in the French deployment area – condition for French Reinforcements.
Turns 1 to 5 (inclusive): verify if all Allied troops are inside the Town Defense Perimeter – condition for German Reinforcements. [/quote]
Color Hexes:
Color code hexes and center hex dots: blue – river/lake (only amphibious vehicles can enter), orange – village/town, white – clear terrain, green - forest/jungle, brown – marsh, yellow – hills.
Color code axis: cyan axis – road, blue axis - river (allows crossing, needs movement roll to cross), green axis – bocage (needs movement roll to cross).
Victory conditions: In order to win, the German players must place one unit in each of the 3 hexes designated as Objectives in the town of Bethemont and hold the Objective hexes one full attack phase. Holding the Objective hexes is validated if at the end of a turn, the German player(s) has a unit in that hex, regardless of any enemy units that may be also present. If the German players fail, the victory is given to the Allied defenders.
Color code hexes and center hex dots: blue – river/lake (only amphibious vehicles can enter), orange – village/town, white – clear terrain, green - forest/jungle, brown – marsh, yellow – hills.
Color code axis: cyan axis – road, blue axis - river (allows crossing, needs movement roll to cross), green axis – bocage (needs movement roll to cross).
Victory conditions: In order to win, the German players must place one unit in each of the 3 hexes designated as Objectives in the town of Bethemont and hold the Objective hexes one full attack phase. Holding the Objective hexes is validated if at the end of a turn, the German player(s) has a unit in that hex, regardless of any enemy units that may be also present. If the German players fail, the victory is given to the Allied defenders.
How to get the Map Pack?
For more information PM me.
Map pack versions:
-standard
-center dots
-veteran
For more information PM me.
Map pack versions:
-standard
-center dots
-veteran
Suggested House Rules (not mandatory): for enhanced realism it is suggested you use the following House Rules:
# Vehicles facing
Changing facing is considered movement and it is like moving from one hex to another. Regardless towards what hex side you change facing it will cost 1 value of speed. Units with “Strike and Fade” special ability ignore this rule.
# Aircraft and airborne units
- Aircraft can be attacked only by units with “AntiAir” special ability or other Aircraft.
An Aircraft without “AntiAir” special ability will get -1 penalty on each attack die when attacking another Aircraft.
- All airborne units are affected by Weather. Bad weather (on a roll of 1, at the beginning of each turn) will cancel the deployment of these units in that particular turn.
- Paratroopers and Gliderborne units have the same type of deployment (at the end of any of your movement phases).
# Transport Vehicle adaptation
• Trucks with no attacking values can transport maximum 4 Soldiers or 2 Soldiers + 1 Soldier-Artillery (including Large Soldier-Artillery).
• Cars with no attacking values can transport maximum 2 Soldiers.
• Half-tracks with “Gun Transport” SA can tow any type of Artillery.
# Improved stacking rule
The following maximum combination is allowed in one hex:
- 4 Infantry + 1 Transport Vehicle (without attack values);
- 2 Infantry + 1 Artillery (not Large) + 1 Transport Vehicle
- 1 Infantry + 1 Large Artillery + 1 Transport Vehicle
- 2 Infantry + 1 Vehicle (Tank, Tank Destroyer, etc)
# Ammo Dump modification – Plentiful Ammo: You may reroll only ONE natural die of 1 from an attack, once with this ability.
# Boarding a Transport Rule
All units can mount or dismount from a transport unit in any phase* (movement and assault) including units with speed 0.
A unit can’t move or attack in the same phase it mounts or dismounts from a transport unit.
Large / light artillery boarding rule: Transport enters hex with artillery and stops. The Artillery unit uses its move to mount the Transport (*artillery can mount in movement phase also). Dismounting of artillery will occur in a successive movement / attack phase.
Mechanized Tactics: Units with this SA are allowed to move at speed 1 after mount/dismount move.
# Indirect Fire
A unit with “Indirect Fire” special ability can attack an enemy Soldier if a friendly Spotter or Soldier with Commander Abilities is within 8 hexes of that unit and has line of sight to it.
Improved Indirect Fire: Units with SA allow any friendly Soldier to gain Spotter ability for a range up to 4 hexes.
# Attack effect on transported Soldiers (Infantry, Artillery)
Transported Soldiers (Infantry, Artillery) are considered under attack if the transporting unit is Destroyed. The attacker then must attack all boarded units individually, the results of the attack being resolved immediately. Surviving units will dismount automatically and won’t be able to attack that turn.
If a transport unit is Disrupted or/and Damaged the transported units dismount automatically and won’t be able to attack that turn.
#Obstacle, traps:
- mines: same cost as official cards, but deployed across the border of two adjacent hexes, hence being available in two hexes. Enemy units entering a minefield will roll a die: 1 no effect, 2-3 one hit face down, 4-5 two hits face down, 6 three hits face down. Engineers, sappers entering a minefield hex will disable it, the effect being resolved at that moment.
- barbed wire: deployed at the intersection of 2 edges, hence being available for 2 edges. Same cost, same effect. Engineers disable these obstacles as for minefield.
-tank obstacle: as above (deployed across the border of two adjacent hexes).
# Vehicles facing
Changing facing is considered movement and it is like moving from one hex to another. Regardless towards what hex side you change facing it will cost 1 value of speed. Units with “Strike and Fade” special ability ignore this rule.
# Aircraft and airborne units
- Aircraft can be attacked only by units with “AntiAir” special ability or other Aircraft.
An Aircraft without “AntiAir” special ability will get -1 penalty on each attack die when attacking another Aircraft.
- All airborne units are affected by Weather. Bad weather (on a roll of 1, at the beginning of each turn) will cancel the deployment of these units in that particular turn.
- Paratroopers and Gliderborne units have the same type of deployment (at the end of any of your movement phases).
# Transport Vehicle adaptation
• Trucks with no attacking values can transport maximum 4 Soldiers or 2 Soldiers + 1 Soldier-Artillery (including Large Soldier-Artillery).
• Cars with no attacking values can transport maximum 2 Soldiers.
• Half-tracks with “Gun Transport” SA can tow any type of Artillery.
# Improved stacking rule
The following maximum combination is allowed in one hex:
- 4 Infantry + 1 Transport Vehicle (without attack values);
- 2 Infantry + 1 Artillery (not Large) + 1 Transport Vehicle
- 1 Infantry + 1 Large Artillery + 1 Transport Vehicle
- 2 Infantry + 1 Vehicle (Tank, Tank Destroyer, etc)
# Ammo Dump modification – Plentiful Ammo: You may reroll only ONE natural die of 1 from an attack, once with this ability.
# Boarding a Transport Rule
All units can mount or dismount from a transport unit in any phase* (movement and assault) including units with speed 0.
A unit can’t move or attack in the same phase it mounts or dismounts from a transport unit.
Large / light artillery boarding rule: Transport enters hex with artillery and stops. The Artillery unit uses its move to mount the Transport (*artillery can mount in movement phase also). Dismounting of artillery will occur in a successive movement / attack phase.
Mechanized Tactics: Units with this SA are allowed to move at speed 1 after mount/dismount move.
# Indirect Fire
A unit with “Indirect Fire” special ability can attack an enemy Soldier if a friendly Spotter or Soldier with Commander Abilities is within 8 hexes of that unit and has line of sight to it.
Improved Indirect Fire: Units with SA allow any friendly Soldier to gain Spotter ability for a range up to 4 hexes.
# Attack effect on transported Soldiers (Infantry, Artillery)
Transported Soldiers (Infantry, Artillery) are considered under attack if the transporting unit is Destroyed. The attacker then must attack all boarded units individually, the results of the attack being resolved immediately. Surviving units will dismount automatically and won’t be able to attack that turn.
If a transport unit is Disrupted or/and Damaged the transported units dismount automatically and won’t be able to attack that turn.
#Obstacle, traps:
- mines: same cost as official cards, but deployed across the border of two adjacent hexes, hence being available in two hexes. Enemy units entering a minefield will roll a die: 1 no effect, 2-3 one hit face down, 4-5 two hits face down, 6 three hits face down. Engineers, sappers entering a minefield hex will disable it, the effect being resolved at that moment.
- barbed wire: deployed at the intersection of 2 edges, hence being available for 2 edges. Same cost, same effect. Engineers disable these obstacles as for minefield.
-tank obstacle: as above (deployed across the border of two adjacent hexes).
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First edition scenario: Allied Invasion of Italy - Op. Adjacent Two[/u][/i], updates:
- uses the enhanced map pack as for Adjacent One scenario, but with a different layout!
- terrain tiles to go with the map (included)!
- 3 versions of the map pack for every taste: standard, center dots and veteran (see below details).
- Scenario - Italy 1944 (see below).
- new support paper for this map pack: photo paper or plastic (polypro) paper.
- PLEASE NOTE: this is not the Gold Edition (GE) - that was a limited run. Its the same pack, but without the Extras and various discounts that were offered then.
- see also 3rd post of this topic for recommended Counter Packs (not included with the map).
Adjacent Two soundtrack:
<embed src="http://www.youtube.com/v/cTMciMiwuuM&hl=en_US&fs=1?rel=0&color1=0x3a3a3a&color2=0x999999&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="360"></embed>
1. Army Builds
1.1 Axis forces (GER, ITA):
~Builds (Armies):
# Panzer Division (170 pt)
# Esercito Republicano Liguria (30 pt)
# Gothic Line (15 pt)
~Restrictions:
- Forbidden units: Volksturm, Stalwart Hero, Tiger (all variants), King Tiger, Elefant.
- Numerical Restricted Units:
- 1 piece: Planes (any type), JagdPanzer IV (all variants), Nashorn, Grizzled Veteran, Semovente 90/53, Italian Alpine Troop.
Following the surrender of Italy in September 1943, the few surviving Semovente 90/53 were seized by the German Army, but were of little value in the mountainous terrain of Northern Italy where they operated.
- 2 pieces: Panther (all variants), Wehrmacht Expert Sniper, Semovente 75/18.
- The number of Commanders must not be greater than the number of normal infantry.
- Cost restrictions:
- The Cost of Soldier-Artillery must not be greater than the Cost of Infantry for each army, individually.
- The Cost of all Vehicles and Airplanes combined must not be greater than the Cost of Infantry and Artillery combined, for each army, individually.
- Scenario restrictions:
- Gothic Line cost points can be used only for Obstacles, Traps and Fortifications.
Mines: same cost as official cards, but deployed across the border of two adjacent hexes, hence being available in two hexes. Enemy units entering a minefield will roll a die: 1 no effect, 2-3 one hit face down, 4-5 two hits face down, 6 three hits face down. Engineers, sappers entering a minefield hex will disable it, the effect being resolved at that moment.
Barbed wire: deployed at the intersection of 2 edges, hence being available for 2 edges. Same cost, same effect. Engineers disable these obstacles as for minefield.
Tank obstacle: as above (deployed across the border of two adjacent hexes).
-Unused Cost Points cannot be redistributed to another Army!
1.2 Allied forces (US, UK, CAN, RSA, POL, Greece):
~Builds (Armies):
# US Corps (100 pt)
# British Corps (100 pt)
# Polish Corps (12 pt)
# Canadian Corps (30 pt)
# South African Division (9 pt)
# Greek Battalion (7 pt)
~Restrictions:
- Forbidden units: Gloster Meteor, Obstacles, Traps and Fortifications, 1939 Polish Vehicles.
- Numerical Restricted Units:
- 1 piece: Heroes (any type), [M4A3E8 Sherman "E8" or Sherman VC 17-Pounder].
The 92nd Infantry Division, AKA the "Buffalo Soldiers Division", served in combat during the Italian Campaign in the Mediterranean theater.
- 2 pieces: Planes (any type).
- The number of Commanders must not be greater than the number of normal Infantry.
- Cost restrictions:
- The Cost of Soldier-Artillery must not be greater than the Cost of Infantry for each army, individually.
- The Cost of all Vehicles and Airplanes combined must not be greater than the Cost of Infantry and Artillery combined, for each army, individually.
- Scenario restrictions:
- Unused Cost Points cannot be redistributed to another Army!
- US Corps and the British Corps have different deployment zones. Canadian Corps can be deployed along side any other Corps, including splitting forces to join both US and British forces. Polish Corps will be deployed along side the British. South African and Greek forces will be deployed along side the US Corps.[/quote]
2. Scenario Plot
Army Deployment: Axis player(s) first (inclusive of Traps, Obstacles and Fortifications), then Allied player(s).
Deployment Restrictions: at least 30 cost points must be deployed in both Axis deployment zones (see deployment map and instructions).
1st Turn (only): Allied player(s) move/attack first, then Axis player(s).
3. Color Hexes:
Color code hexes and center hex dots: blue – river/lake (only amphibious vehicles can enter), orange – village/town, white – clear terrain, green - forest/jungle, brown – marsh, yellow – hills.
Color code axis: cyan axis – road, blue axis - river (allows crossing, needs movement roll to cross), green axis – bocage (needs movement roll to cross).
4. Victory Conditions:
In order to win, the Allied player(s) must place one unit in each of the 3 hexes designated as Objectives in the 2 towns and hold the Objective hexes one full attack phase. Holding the Objective hexes is validated if at the end of a turn, the Allied player(s) has a unit in that hex, regardless of any enemy units that may be also present. If the Allied players fail, the victory is given to the Axis defenders.
Army Deployment: Axis player(s) first (inclusive of Traps, Obstacles and Fortifications), then Allied player(s).
Deployment Restrictions: at least 30 cost points must be deployed in both Axis deployment zones (see deployment map and instructions).
1st Turn (only): Allied player(s) move/attack first, then Axis player(s).
3. Color Hexes:
Color code hexes and center hex dots: blue – river/lake (only amphibious vehicles can enter), orange – village/town, white – clear terrain, green - forest/jungle, brown – marsh, yellow – hills.
Color code axis: cyan axis – road, blue axis - river (allows crossing, needs movement roll to cross), green axis – bocage (needs movement roll to cross).
4. Victory Conditions:
In order to win, the Allied player(s) must place one unit in each of the 3 hexes designated as Objectives in the 2 towns and hold the Objective hexes one full attack phase. Holding the Objective hexes is validated if at the end of a turn, the Allied player(s) has a unit in that hex, regardless of any enemy units that may be also present. If the Allied players fail, the victory is given to the Axis defenders.
How to get the Map Pack?
For more information PM me.
Map pack versions:
-standard
-center dots
-veteran
For more information PM me.
Map pack versions:
-standard
-center dots
-veteran
Suggested House Rules (not mandatory): for enhanced realism it is suggested you use the following House Rules:
# Vehicles facing
Changing facing is considered movement and it is like moving from one hex to another. Regardless towards what hex side you change facing it will cost 1 value of speed. Units with “Strike and Fade” special ability ignore this rule.
# Aircraft and airborne units
- Aircraft can be attacked only by units with “AntiAir” special ability or other Aircraft.
An Aircraft without “AntiAir” special ability will get -1 penalty on each attack die when attacking another Aircraft.
- All airborne units are affected by Weather. Bad weather (on a roll of 1, at the beginning of each turn) will cancel the deployment of these units in that particular turn.
- Paratroopers and Gliderborne units have the same type of deployment (at the end of any of your movement phases).
# Transport Vehicle adaptation
• Trucks with no attacking values can transport maximum 4 Soldiers or 2 Soldiers + 1 Soldier-Artillery (including Large Soldier-Artillery).
• Cars with no attacking values can transport maximum 2 Soldiers.
• Half-tracks with “Gun Transport” SA can tow any type of Artillery.
# Improved stacking rule
The following maximum combination is allowed in one hex:
- 4 Infantry + 1 Transport Vehicle (without attack values);
- 2 Infantry + 1 Artillery (not Large) + 1 Transport Vehicle
- 1 Infantry + 1 Large Artillery + 1 Transport Vehicle
- 2 Infantry + 1 Vehicle (Tank, Tank Destroyer, etc)
# Ammo Dump modification – Plentiful Ammo: You may reroll only ONE natural die of 1 from an attack, once with this ability.
# Boarding a Transport Rule
All units can mount or dismount from a transport unit in any phase* (movement and assault) including units with speed 0.
A unit can’t move or attack in the same phase it mounts or dismounts from a transport unit.
Large / light artillery boarding rule: Transport enters hex with artillery and stops. The Artillery unit uses its move to mount the Transport (*artillery can mount in movement phase also). Dismounting of artillery will occur in a successive movement / attack phase.
Mechanized Tactics: Units with this SA are allowed to move at speed 1 after mount/dismount move.
# Indirect Fire
A unit with “Indirect Fire” special ability can attack an enemy Soldier if a friendly Spotter or Soldier with Commander Abilities is within 8 hexes of that unit and has line of sight to it.
Improved Indirect Fire: Units with SA allow any friendly Soldier to gain Spotter ability for a range up to 4 hexes.
# Attack effect on transported Soldiers (Infantry, Artillery)
Transported Soldiers (Infantry, Artillery) are considered under attack if the transporting unit is Destroyed. The attacker then must attack all boarded units individually, the results of the attack being resolved immediately. Surviving units will dismount automatically and won’t be able to attack that turn.
If a transport unit is Disrupted or/and Damaged the transported units dismount automatically and won’t be able to attack that turn.
#Obstacle, traps:
- mines: same cost as official cards, but deployed across the border of two adjacent hexes, hence being available in two hexes. Enemy units entering a minefield will roll a die: 1 no effect, 2-3 one hit face down, 4-5 two hits face down, 6 three hits face down. Engineers, sappers entering a minefield hex will disable it, the effect being resolved at that moment.
- barbed wire: deployed at the intersection of 2 edges, hence being available for 2 edges. Same cost, same effect. Engineers disable these obstacles as for minefield.
-tank obstacle: as above (deployed across the border of two adjacent hexes).
# Vehicles facing
Changing facing is considered movement and it is like moving from one hex to another. Regardless towards what hex side you change facing it will cost 1 value of speed. Units with “Strike and Fade” special ability ignore this rule.
# Aircraft and airborne units
- Aircraft can be attacked only by units with “AntiAir” special ability or other Aircraft.
An Aircraft without “AntiAir” special ability will get -1 penalty on each attack die when attacking another Aircraft.
- All airborne units are affected by Weather. Bad weather (on a roll of 1, at the beginning of each turn) will cancel the deployment of these units in that particular turn.
- Paratroopers and Gliderborne units have the same type of deployment (at the end of any of your movement phases).
# Transport Vehicle adaptation
• Trucks with no attacking values can transport maximum 4 Soldiers or 2 Soldiers + 1 Soldier-Artillery (including Large Soldier-Artillery).
• Cars with no attacking values can transport maximum 2 Soldiers.
• Half-tracks with “Gun Transport” SA can tow any type of Artillery.
# Improved stacking rule
The following maximum combination is allowed in one hex:
- 4 Infantry + 1 Transport Vehicle (without attack values);
- 2 Infantry + 1 Artillery (not Large) + 1 Transport Vehicle
- 1 Infantry + 1 Large Artillery + 1 Transport Vehicle
- 2 Infantry + 1 Vehicle (Tank, Tank Destroyer, etc)
# Ammo Dump modification – Plentiful Ammo: You may reroll only ONE natural die of 1 from an attack, once with this ability.
# Boarding a Transport Rule
All units can mount or dismount from a transport unit in any phase* (movement and assault) including units with speed 0.
A unit can’t move or attack in the same phase it mounts or dismounts from a transport unit.
Large / light artillery boarding rule: Transport enters hex with artillery and stops. The Artillery unit uses its move to mount the Transport (*artillery can mount in movement phase also). Dismounting of artillery will occur in a successive movement / attack phase.
Mechanized Tactics: Units with this SA are allowed to move at speed 1 after mount/dismount move.
# Indirect Fire
A unit with “Indirect Fire” special ability can attack an enemy Soldier if a friendly Spotter or Soldier with Commander Abilities is within 8 hexes of that unit and has line of sight to it.
Improved Indirect Fire: Units with SA allow any friendly Soldier to gain Spotter ability for a range up to 4 hexes.
# Attack effect on transported Soldiers (Infantry, Artillery)
Transported Soldiers (Infantry, Artillery) are considered under attack if the transporting unit is Destroyed. The attacker then must attack all boarded units individually, the results of the attack being resolved immediately. Surviving units will dismount automatically and won’t be able to attack that turn.
If a transport unit is Disrupted or/and Damaged the transported units dismount automatically and won’t be able to attack that turn.
#Obstacle, traps:
- mines: same cost as official cards, but deployed across the border of two adjacent hexes, hence being available in two hexes. Enemy units entering a minefield will roll a die: 1 no effect, 2-3 one hit face down, 4-5 two hits face down, 6 three hits face down. Engineers, sappers entering a minefield hex will disable it, the effect being resolved at that moment.
- barbed wire: deployed at the intersection of 2 edges, hence being available for 2 edges. Same cost, same effect. Engineers disable these obstacles as for minefield.
-tank obstacle: as above (deployed across the border of two adjacent hexes).
Battle pictures with Op. Adjacent I.
The French deployment:
The Objective town and a few British units blocking the road to it:
The Panzer Division finds a gap in the defensive line and tries to break through:
The Pzkw 38(t) and the Sdkfz 222 race through the gap, while infantry and the P3 F try to infiltrate also:
The 38(t) and the 222 reach the town outskirts:
SS Division deals with the Exp British Force and closes the circle on the city:
Misc Pictures using this map pack:
pics received from Snippersly:
pics received from Westensclathi (1/144 minis):
Online game featuring this map pack:
aaminis.myfastforum.org/sutra398590.php#398590