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 5/7/2011 11:25 AM
 

Hi everyone,

I asked Dean some questions about Bastogne and scenario 5.2. Here are the Q&A, posted with his permission:

1.3 "For combat, use the type which most benefits the defender." Does
this apply for barrages too, so a defender in 35.24 or 14.12 could claim
to be in the Open part of the hex, thus avoiding the -1 drm for Woods?

Nope. A better version of "most benefits" would specify that "null" does not trump a negative. So, Open does not avoid the -1 for woods.



1.3 How do we handle extreme cases of terrain, like hex 54.33. It has a
tiny amount of woods in it, so does it cost 2 to enter, double a
defender's defenders strength, and have a -1 drm for barrages?

Yup. Any amount is enough. I try to avoid extreme cases like that in the artwork, but the absolute rule still applies... if "any" woods is in the hex, it is a woods hex.



5.2 Victory. How is "holding" a Bizory or Neffe determined? Must a
side have a unit in Bizory or Neffe at the end of the game to hold it,
or is merely being the last to have a unit in one of those hexes enough
to hold it?

Last one to move through is enough. Usually, they are so close to the front line that a guy must occupy them just to avoid the enemy sneaking them from his grasp at the last moment... but there is no requirement to sit in the hex.



How is "holding" Mageret determined since it is a two-hex village? Must
a side have units in both hexes on Mageret at the end of the game to
hold it? If 'holding' is done by merely passing through a hex, I assume
the U.S. player holds both hexes of Mageret at the start of the game.
If 'holding' is done by having a unit in the hex at the end of the game,
then if one side has a unit in 40.18 while 40.19 is vacant (or
vice-versa) then neither side holds Mageret, correct?

US holds at start. If the Germans are the last to pass through both hexes, then they "hold" it. If each side "holds" one hex, nobody gets credit at the end.

New Post
 5/7/2011 11:36 AM
 

And one more

1.11 "A given target hex can be barraged by any number of units, but all
must be identified as firing at it before resolving any of the Barrages."

Do I have to designate _all_ targets for my artillery before resolving
any of them?

No, just all the artillery engaging a specific target hex. This is to avoid the guy who might fire one after another, adding to the number of artillery units used until he gets the result he wants. The right way is to ID the three (to throw out a number) firing and then resolve those three before moving to the next target.



For example, an enemy unit is adjacent to two of my
artillery units, placing both in EZOC. This is the only EZOC that
affects those artillery units. Do I have to designate the target for
both before resolving any, thus forcing them both to target the adjacent
enemy unit if they fire at all, or could I designate the enemy unit as
the target of one artillery unit and resolve it, freeing my other
artillery unit to fire at another target if I get a DG? (And of course,
if I don't get a DG, the other artillery unit could not fire at the
adjacent enemy unit.)

You can do that a number of ways.



1) Fire one at the EZOC unit and hope it frees up the other arty unit (if it botches it, then the second arty unit won't be able to fire at anything because you didn't designate it for that target and it must fire at a unit that has a zoc on it if it is to fire at all).



2) Fire both at the EZOC unit. (This avoids the "too smart by half" problem in #1).



3) Fire other arty units at the EZOC unit and hope you can DG it so that both locked arty units get freed up.

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MMP Ironman 2011 Announcements Minimize
 
Ironman Announcement - Wednesday, February 02, 2011

 

What: A tournament composed of seven rounds of game play of MMP games.  Each round (approximately one round each six weeks) will require the competitive play of one game from a list of two different MMP games announced prior to the start of the round.  Participants pick one game and finish it within the time frame allowed.  Points will be awarded based on performance.  A running total will be kept.  There will be a prize for first place!

How: MMP (via its designated tournament director Ken Dunn) will pair up tournament participants who have picked the same title.  Once paired, opponents can play the game via any venue they agree on: face to face, VASSL, Cyberboard, etc.  MMP will make the pairings and notify all players at the start of the round.  We will make every attempt to pair opponents who want the same type of gaming venue.

When: First round starts February 15th. (Just after Valentine's Day so you guys can deal with the important stuff!)  Simply send an email to ken@multimanpublishing.com by February 12 to sign up.  Include your contact information: name, address, email, preferred method of play, and time zone.  The Rounds are scheduled approximately as follows:

Round 1: 2/15 - 3/30

Round 2: 3/30 – 5/15

Round 3: 5/15 - 6/30

Round 4: 6/30 – 8/15

Round 5: 8/15 - 9/30

Round 6: 9/30 - 10/15

Round 7: 10/15 - 11/30

Round 8 (if needed as tiebreaker): 11/30 – 12/30 (This will be a speed round.)

Participants may skip up to two rounds, but skipping more than 2 rounds results in disqualification.

Prior to the start of each round, MMP will announce the two featured games for the upcoming round.  Email Ken prior to the start of a round to announce your participation, what game you want to play, and your preferred venue. If opponents get paired despite having requested different venues, MMP will (if no venue can be agreed upon within 48 hours of the start of the round) decide on the venue.

Scoring: Each win earns 2 Points. There is an extra Point for a "Smashing Victory" (at the sole discretion of MMP), 1 point for playing the game to completion (early concessions considered "played to completion" only on approval of MMP), and 1 point for an After Action Report posted on the MMP website and approved by MMP. Ties will be broken via various tiebreakers as decided by MMP.

What if I don't own the Games?! For each round, the two featured games will be offered at 20% off the retail price prior to and throughout the round to participants of the tournament only.

First place receives an engraved plaque plus choice of either: 1) a trip to Winter Offensive, MMP's charity tournament, usually held in the middle of January (fine print - MMP pays for 3 nights hotel stay, up to $500 for travel expenses, and $100 for food. or 2) every new game MMP publishes in 2012 free of charge.

Second place also receives goodies.
 
Ken has posted the first two games in the General discussion in the Forum here:  ASL and Iwo Jima: Rage Against the Marines.  See his post for details.

You know you want to play the games.  Now you have an even better reason.  Be the MMP Ironman and lord it over your inferiors.

 

 
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