by Bob Ryan
I have completed going over the list generated from our first two playtests. Below you will find each point and an answer or comment. I have incorporated about 90 percent of what was found / suggested. There are a few points that I have deferred until later and a few that I have decided to leave as is. 1. Defender's Reaction Phase needs to be added to rules and Player Aid card.
2. Leader's having a ZOC?
3. Phasing Player determines Supply Status of all units?
4. State 'Beginning 20 AM game turn' on page 5 in Supply Determination Phase.
5. CRT needs an explanation of results.
6. I like that the Allied player determines OOS Germans due to Fuel
Shortage table.
7. Wording change - German Division's not eligible to be placed OOS due to
Fuel Shortage table if only one unit on board.
8. Can a Brigade be replaced?
9. State explicitly that a Brigade cannot be replaced if that is the intent.
10. ZOC - need an exact explanation of what it is.
11. Armored units can pay 4 MF to cross a Bridge even though they would not
be eligible to use the Road Rate?
12. What is meant by 'moving outside of Army Boundaries'?
13. Why can't units in Strategic Movement mode be placed in Reserve?
14. Rules regarding Bridges are confusing re Road Rate vs. using Bridges to
negate Rivers without being qualified for Road Rate.
15. Restrictions on British units and certain US units in regards to
movement behind Meuse needs to be clarified.
16. Questions regarding viability of counting Dead Units to satisfy the 35
unit requirement.
17. Can Tank units attack into Forest if not doing so along a road? What
about unbridged rivers?
18. Explicitly state that Leaders do not count for stacking limitations.
19. Assumption for playtest was that Tank units could attack into hexes
that they had no ZOC on.
20. What is the Tactical Advantage column on the CRT?
21. Do units in Strategic Movement have a ZOC in the hex they occupy?
22. What advantage does a Leader unit provide when in a Town hex? Units
can already Standfast on their own?
23. Retreating via unbridged rivers by armored units needs to be clarified.
24. Units may not end their retreat in violation of stacking limitations,
but elsewhere the rules say units may never violate limitations -
contradiction.
25. What happens when a unit is retreated into a hex that then suffers a CA?
26. Elimination of one 'combatant' wording seems confusing.
27. Definition of Retreat direction needs to be better defined.
28. Contradiction regarding Germans being eligible to use aircraft for
Ground Support.
29. Explain units entering Strategic Movement during the Exploitation Phase.
30. Player Aid card is in conflict with the rules regarding Artillery
Concentration. The Card says 6 factors, rules say 8.
31. Conflict between units in Towns being able to Standfast and units in a
Town that has a Fortification marker being able to Standfast.
32. Divisional Integrity needs to be better defined.
33. Player Aid card does not state the German can use aircraft for Ground
Support.
34. Night turns need to be defined.
35. When are Aircraft avalable.
36. Allied Aircraft support is too generous.
37. Amount of Aircraft support needs to be defined on Turn Track - Bob
38. Does a Fortification marker negate the Combined Arms effect?
39. If a unit cannot retreat and must take Step losses, how do I apply
them? Does a retreat of 1 hex equal 1 Step loss?
40. Could not get a Tank unit into the attack on the Losheim Gap (14 CAV)
during the 16 AM turn?
41. Decided to attack 28/110 16 AM instead of leaving it alone to try to
Flank it.
42. Only one unit could advance after combat vs. 9/CCA on a result that
forced them back 2 hexes 16 AM?
43. Did not attack 28/109 16 AM in an attempt to surround it. Later changed
to attacking.
44. Sequence of play in rules is missing Exploitation Phase.
45. Sequence of play in rules does not put Bridge Repair before Exploitation.
46. It is not possible to repair the bridge over the Our River 16 AM
opposite 28/110 due to no Tank unit starting adjacent.
47. Only Allied Engineer units may attempt to blow bridges 16 PM. Where's
the Engineers?
48. How much is the advance after combat when a defending unit must stand
and take step loss(es) which result in its elimination?
49. I liked the prohibitions on US movement 16 AM and PM.
50. Rules should state where Heydte drops.
51. When does US Air Interdiction get placed?
52. Assumption was that advance after combat due to elimination of a
surrounded unit was the same as outright elimination.
53. Number of turns that Army Boundaries apply is too long and John
54. Need a rule stating that a unit must finish its movement before another
unit can begin moving. and John
55. Can 150 Panzer attempt Infiltration during the Exploitation Phase?
56. US must be careful how they play the Southern Shoulder early in the game.
57. Assumption was that retreating toward a supply source took precedence
over retreating either east or west.
58. 5th Panzer Army did not attack optimally on the 17th and found itself
in a road jam situation that will take at least one turn to straighten out.
59. Can a unit attack outside the Army Boundary?
60. US built a Fort in Bastogne 17 PM.
61. Suggestion made for a unit to take a Step loss for each hex retreated
through an enemy ZOC even though they are retreating through a friendly
unit.
62. Suggestion made to allow 5th Panzer Army units to share the road
boundary with 6th Panzer.
63. A Fort was built in Malmedy.
64. Attacks vs. Stavelot are hard to coordinate due to terrain.
65. An all out effort by the SS followed up by an All Out Assault led to a
Hodges Standfast at Stavelot and the Germans were rejected.
66. Bridge Blowing rules should require an enemy unit be in the vicinity.
67. Suggestion made to allow ZOC to ZOC movement to help the Germans.
68. The Game is an excellent simulation of the battle, but needs to be made
a better 'game'.
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