Greg S

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  • #188959
    Greg S
    Participant

    What book is the South African Bloodymindedness rule in?

    #188877
    Greg S
    Participant

    Only the target unit is hit.  The flamethrower functions like a projectile weapon.  Although the range on the flamethrower is so short, that I think you’d be hard pushed to have two enemy units within 6″.

    Similarly 5 guys with SMGs spraying fire at an enemy unit.  If there happens to be an intervening unit,  not a single bullet will go anywhere near.

    #188802
    Greg S
    Participant

    The advanced deployment is usually only Snipers and Artillery Spotters.

    Otherwise units must have a special rule that allows  advanced deployment – Russian Scouts for example.

    Recce has no effect on deployment at all.

    #188750
    Greg S
    Participant

    1a.  Sometimes everyone dies 🙂

    #188699
    Greg S
    Participant

    Cavalry and bikes will break the Top Secret scenario very easily.

    Whether you insist they dismount or not, they can probably claim the macguffin in the first turn, (depending on terrain).

     

     

    #188686
    Greg S
    Participant

    It is lways better to try for the beam of a ship, of course that is where the torpedo belt will be.

    And they might be hard to hit with, but they can do a whole heck of a lot of damage.

    #187307
    Greg S
    Participant

    Instant kills may not be the mist fun in games, but then there’s HMS Hood – sunk within 3 minutes, 1400 crew lost.

    #186596
    Greg S
    Participant

    They look great.

    #186540
    Greg S
    Participant

    I think that you should follow those guidelines for the first play as you’ll learn how those card impact a force and its counterpart then go to more self created forces as you’ll know what are strength and weakness of your planes.

    Let me clarify, it wasn’t our dirst game of BRS, it was out first game after 18 months of enforced absence.

    The scenario we played was Bounced, which required shooting down planes, not simply driving the enemy from the field.

    Short answer Yes!

    Thanks to you both.

    #186291
    Greg S
    Participant

    The only special rule is for cover and down.

    So all other modifiers apply: pins, range, movement, small target etc.

    #186129
    Greg S
    Participant

    That’s it.  It’s a bit hidden away.

    I hunted through some playtest documents, but couldn’t find any other rule that made it more explicit.  And my original version is packed in a box somewhere, so I can’t look at that.

    #185928
    Greg S
    Participant

    SCOUTING

    Both sides deploy their ships normally, THEN roll for scouting points and possibly redeploy. If both sides were able to redeploy their ships who redeploys 1st?

    If you have 7 or more scout points all of your destroyers and cruisers you detached to scout can immediately be deployed on the board can’t they?

    I would roll off to see who deploys first, with the highest roll getting the option.

    And yes, 7 or more scouting allows the scouts to be deployed.

    #185927
    Greg S
    Participant

    Am I right in assuming that ALL deep deployed carriers can deploy all their aircraft straight away or do you need 10 scouting points?  I am specifically asking about deep deployed carriers.

    That is not clear.  The rules for Deep Deployment say you can have ‘any number’ of their planes on the table, but the scouting table implies you need 10 scouting.

    From a post i just read I believe if enemy bombers are in contact with my ship they can still bomb the ship even if i have moved fighters to intercept them

    The rules do not prohibit the bomber’s attack.  Just don’t lose the dogfight before you chose to attack with you planes.

    Just a little unsure about the tough and very tough rule for aircraft. One forum post suggests a ship is one weapon system, e.g. if a ship had 2 light gun batteries and AA you can fire all of them to get the 2 or 3 required hits?

    Is it true that light guns destroy an aircraft with one hit regardless of whether it was tough or not?

    AA guns and light guns fire at different times, I believe.  AA guns fire after the movement phase, while a ship opting to fire its DP guns at flights fires in its turn in the firing phase.  So no you cannot combine them.  DP light guns fire as AA weapons, so the Tough rule still applies,

     

    #185926
    Greg S
    Participant

    Aircraft apply all modifiers except range. Torpedo bombers hit on a 5+ does that mean you add a further +2 because they are firing torpedoes, needing 7+ to hit?

    That is not correct. Normal Aircraft apply no modifiers.  Only Kamikaze attacks apply modifiers.

     

    #185634
    Greg S
    Participant
Viewing 15 posts - 1 through 15 (of 160 total)