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Ironman Forum
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| Screamingeagle_101 |
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Joined: 8/23/2010
Posts: 6
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At the end of the Supply chit draw, it states HQs can be relocated, and refers me to the
rules section governing HQ relocation after being overrun.
My question is: what restrictions apply to relocating an HQ in the Supply phase? Can it move only 4 hexes exactly, or can it move anywhere? Is it restricted to moving only closer to a supply source?
Thanks
Steve
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| Chee |
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Joined: 8/17/2010
Posts: 19
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This errata is posted in Consim and on BBG:
Errata:
1.) the Motorized HQ that enters on turn one may strat move to enter but only uses its regular movement allowance - thus it may move up to 10 hexes when it enters.
2.) if the German player is unable to enter the map from the Minsk pocket due to soviet presence on turn 4 or later, the entering units are delayed until there is room to enter. After turn 4, no additional 9th army chits may be received for just entering HQ units.
3.) Clarification on 12.6. In AVD, you relocate at least 4 hexes towards the same supply source but as long as you displaced at least 4 hexes, you can keep going as far back as you want until you are happy with the hex it is in.
4.) You can't purchase/add to the cup a chit that has already been drawn that turn.
See number three above. HQs can move movre than 4 hexes. They must move closer to a supply source. Adam did clarify that they don't have to move closer to the closest supply source, they can move toward any supply source. They cannot however, start moving toward one, and then change direction toward another.
Hope that helps.
Dan
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| Screamingeagle_101 |
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Joined: 8/23/2010
Posts: 6
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Thanks Dan!! That's a huge help. I wonder why it isn't posted on MMP website?
Anyway, thanks again.
Steve
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MMP Ironman 2011 Announcements
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| 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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| 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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