A 2 allows a section/squad to activate. They can move or fire. A 3 allows a Corporal to activate. He can get his section/squad to move or fire. BUT he can also rally shock and put men on overwatch, get them to throw grenades, use infantry AT weapons, so command functions they expect him to do and won't do on their own. If the Brits roll 1 six or no sixes the turn goes to their opponent. It's only when you roll two or more sixes that the next phase stays with you. Rich
I realise things may have changed a little after the rules were published but could you clarify one point. About half way through you use a 1 to split a 2 man patrol of a larger team. I thought only a leader could split a patrol off. Once its split off, I realise a 1 can activate it. Am I miss reading the rules?
What is the significance of "ending the turn"? What 'happens' in the game on turn-ends? They had a full command die for awhile; why choose did the Brit choose to end the turn exactly when he did? What does Brit gain by ending turn when he did vice ending it earlier - or later? Seems like the "phases" can continue ad nausea until either side chooses to invoke turn-end with a full command die... so then, what is the significance of turn-end and what are the gamey considerations when deciding whether to end turn or not? Thank you in advance.
Several things happen on turn end, like all markers disappear from the table (e.g. overwatch or tactical), barrages end and pinned units have to check whether they can unpin or have to rout.
Once you become pinned (shock is equal or greater than number of men) you stay pinned until the end of the turn. If you rally off the excess shock you can become unpinned by ending the turn. Alternatively it can be worth ending the turn if an enemy unit has 2x the number of figures in Shock as they will then rout.
Question: In order to change phases a 6 is required.However at the "6:24 + mark" the turn changes from brit to german even though a 6 is not rolled(3,3,3,3,5).Can you clarify this ?
A 2 allows a section/squad to activate. They can move or fire.
A 3 allows a Corporal to activate. He can get his section/squad to move or fire. BUT he can also rally shock and put men on overwatch, get them to throw grenades, use infantry AT weapons, so command functions they expect him to do and won't do on their own.
If the Brits roll 1 six or no sixes the turn goes to their opponent. It's only when you roll two or more sixes that the next phase stays with you.
Rich
Very useful interpretation of the game-play. Looking forward to the next video sequences.
Thanks for posting.
You got a warcut (war haircut)
Top marks for bringing wargaming into the 21st century by using vids. Industry leaders.
Cool , looks ace
A single six moves phase to the opponent. But also when a side doesn't roll any 6s the same thing occurs. So a single six is a wasted die then?
That is correct. It does train your dice to roll more kills, though ;-)
I realise things may have changed a little after the rules were published but could you clarify one point. About half way through you use a 1 to split a 2 man patrol of a larger team. I thought only a leader could split a patrol off. Once its split off, I realise a 1 can activate it. Am I miss reading the rules?
What is the significance of "ending the turn"?
What 'happens' in the game on turn-ends?
They had a full command die for awhile; why choose did the Brit choose to end the turn exactly when he did?
What does Brit gain by ending turn when he did vice ending it earlier - or later?
Seems like the "phases" can continue ad nausea until either side chooses to invoke turn-end with a full command die... so then, what is the significance of turn-end and what are the gamey considerations when deciding whether to end turn or not?
Thank you in advance.
Several things happen on turn end, like all markers disappear from the table (e.g. overwatch or tactical), barrages end and pinned units have to check whether they can unpin or have to rout.
But why did he elect to end the turn when he did in this instance?
same question
Once you become pinned (shock is equal or greater than number of men) you stay pinned until the end of the turn. If you rally off the excess shock you can become unpinned by ending the turn. Alternatively it can be worth ending the turn if an enemy unit has 2x the number of figures in Shock as they will then rout.
Richard Crawley
thx!
Question: In order to change phases a 6 is required.However at the "6:24 + mark" the turn changes from brit to german even though a 6 is not rolled(3,3,3,3,5).Can you clarify this ?
👍👍👍
Is a single six a wasted die then?