David Bolt - 03:49pm Oct 26, 1997 PST (#31 of 34) Currently playing HBtLF and Rossiya 1917 I posted some responses to Joaquin here for the edification of the rest of the board readers: Joaquin, Here area the answers to your questions. "Belgian Heavy Artillery Brigades: do they start the game with 1 SP or at cadre strength (the setup says they have -8A)." Answer: The setup instructions are in error. They should be -7A. Exclusive rule 12.66 goes into detail about the Belgian heavy artillery. "Where does the Belgian Army Main Depot trace from?" Answer: Antwerp, or any French supply source. "Is it possible to recover MLs in the countermarch segment?" Answer: Yes "And through forced march? I guess no, but this is prone to abuse by rules-lawyers if it is not clearly stated." Answer: No, rule 9.12.A states ""units force marching may not expend MPs for Morale Recovery." "Is it possible to deploy dummies at the setup of an scenario?" Answer: Yes, specific dummy amounts are given in the general scenario information for each scenario. "First Scenario: Do German Army Det A units count against stacking? According to the exclusive rules are they OHL units, and OHL units do not count against stacking. Is this right? I am a little disoriented here: can they be OHL units and Army Det A units at the same time? What´s the morale level of dets a-f and o-t at start?" Answer: They are not OHL units as they would have the identifier "OHL" printed at the top of their counters if they were. German Army Detachment A units stack normally, see the instructions under "German Army Detachment A" on page 24. The morale leves of the detachments a-f and o-t are those of their parent formations. "Is it possible for a unit to attack through an hexside in the initial segment and then trough another hexside in the final segment?" Answer: Yes, but these must all be frontal hexsides. "Can Heavy Artillery Organic Combat Units participate in Fire combat? The rules do not seem to forbid it, but the pink chart says they can not. If they can not, I think this is a great disavantage for the germans." Answer: The Standard rules state in 10.51.A (and the FCRT) that heavy artillery can only participate in Fire Combat at half strength, and then only if an ammunition point is expended. "Is it possible to make cavalry charges against fortress units in clear terrain? And what if there are combat class units stacked in the same hex?" Answer: Yes, but why someone would want to do so is unclear to me. "Can fortresses be overrun?" Answer: Yes, this is what the Germans tried to do initially at Liege. Note that overrun in this game system implies an attack directly from march order without much preparation. "Do Strategic formations with No Orders adopt the Hold MO even if they have leaders with other mission preferences?" Answer: Yes, Strategic Formations are always considered to be on the Hold MO. "Is it possible to give orders to strategic formations, even to independent divisions, etc? How is this recorded? Answer: No "If a Corps is out of CCR, and his divisions are within its CCR, do they all lose 1 ML, or just the Corps command counter?" Answer: They all lose 1 ML as the Corps being out of CCR throws all its attached formations out of CCR as well. "In your answers to my previous questions, you told me that not winning attackers can not remain in enemy fortresses hexes. But in the setup of the 2nd scenario I see several german units beguinning the game stacked with belgian fortresses. Can you explain me this?" Answer: I was in error (I must have been thinking of another game). Friendly units can remain in enemy fortress hexes if there are no enemy non-fortress units in the hex as well. "Is there any part of the turn where "unused" combat markers are eliminated?" Answer: Combat markers are flipped, or removed, at the end of each combat segment. "If E1822 is a single rail line, how can the german Army Det A start the game at Maximum Depot Status?" Answer: The Main Depot for Army Detachment A should set up in hex 1721 and the army supply unit should set up in hex 1824 (not 1822). "Please check the german Army Det A supply unit location at start (1st scenario). Is it right? If it is right, then the 9c div starts the campaign unsupplied. I guess the supply unit should be stacked with the Army Headquarters." Answer: See previous answer. "What happens to an out of supply/out of CCR detachment? Doesn´t it lose a ML?" Answer: Detachments effect their parent formation in terms of ML loss and the rest. See Standard Rule 8.13. "Are combat markers flipped/removed before pursuit, or after pursuit?" Answer: After pursuit, at the end of the combat segment. " 2nd scenario: the set up refers to a german 2nd Army arty unit with a Barrage Factor of 4. I have not found that unit in the countermix." Answer: Earlier errata noted that this listing was in error. Be sure to contact Steve Rawling at: clashofarm@aol.com to get the latest errata. "2nd scenario: setup instructions say its Depot status is Maximum. But its Main Depot Unit is located in a single rail line, and traces supply through several single rail line hexes. I guess third Army status should be minimum. Am I wrong?" Answer: You are right, the status should be minimum. "Sorry for bothering you so much, but I think your design deserves this attention. For me it is the best 1997 game (and I play many other games). Do you already have some schedule for more releases in the series?" Answer: Yes, we are working on a two-map expanded reworking of "The Cossacks Are Coming!" which will encompass all of the Polish campaigns in 1914 as well as the East Prussian campaign. Thanks for your kind words. Feel free to contact me if you have any other questions. David Bolt David Bolt - 03:59pm Oct 26, 1997 PST (#33 of 34) Currently playing HBtLF and Rossiya 1917 In response to Kieth Cumiskey's question in #29: "When an army is on an ADVANCE order, do ALL units have to expend ALL movement points either moving forward, placing combat markers or entrenching?" Answer: Standard Rule 7.15.A reads "must expend any MPs they use" when refering to the Advance Mission Order. This means that expending MPs is not mandatory, but the manner in which they are expended is determined by the requirements of the Advance Mission Order. David Bolt - 11:08am Nov 7, 1997 PST (#37 of 38) Currently playing HBtLF and Rossiya 1917 In response to Alan Moorehouse (#35): Alan asks: "In Scenario 1, am I right in assuming that when IX Corp is released it cannot move further than 1 hex into belgium because it has reached the command limit of the Second Army HQ (5 hexes) and that HQ is not released to move yet? (Same for VII Corps entering the Liege Fortress hexes)." The IX Corps is attached to the First Army. The First Army Headquarters unit setup hex should be listed as 1425. The VII Corps is attached to the Second Army. Remember that the infantry brigades and artillery regiments of a corps need to remain within the CCR of the corps headquarters. The corps headquarters can, in turn, be within range of the army headquarters (see Standard Rule 7.23.A -- The Lowest Level CCR). This allows the VII Corps and the IX Corps, when released, to move adjacent to the Liege forts and begin assaulting them. Alan further asks: "Also when conducting a fire attack on a fortress, can units in the same AND adjacent hexes participate?" Standard Rule 13.22.A states: When a friendly Combat or Artillery Class unit occupies an enemy Fortress Class units's hex, that enemy Fortress Class unit must be subjected to attack during every Combat Segment. The attack can come from Artillery Class units other than those stacked in the same hex, but it may not come from Combat Class units other than those stacked in the same hex with the enemy Fortress Class unit. In other words, adjacent Artillery Class units may participate, but only the Combat Class units stacked with the enemy Fortress Class units may participate. David Bolt - 10:26am Nov 10, 1997 PST (#42 of 44) Currently playing HBtLF and Rossiya 1917 Alan Werth writes in #39: "1.) We know when implementing loss results due to combat or morale checks, the owning player chooses the odd results and the opposing player the evens. Further Standard Rule 10.43B states for Barrage Attacks, that if the number of LR is even, the attacker (and thus, opposing player), announces his choice first and then the defender. QUESTION: Does this method of choosing LR also apply to combat losses from Fire Attacks, and Morale Checks? In other words, if there are 2 LR results called for against the defender on the FCRT, does the attacker announce his choice first?" The attacker only announces his choice first in Barrage Attack, in Fire Attack and Morale Checks the defender announces the first loss, the attacker then announces the second defender loss, the attacker announces the third loss, the attacker the fourth loss and so on.. Alan goes on to write in #40: "In example B.) in the prior message, can the German player conduct an air operation during his movement phase of that impulse, or must he wait by Rule 8.31A, until the next impulse." He must wait until the next impulse. "3.) If a formation is adjacent to 2 hexes containing enemy units, can the artillery of the formation Barrage one of the hexes, and the rest of the combat units Fire Combat the other in the same combat segment? (assuming no other units attack either hex.)" Yes. BTW, the prohibition on barrage attacking and fire attacking the same hex in the same combat period reflects the poor state of artillery coordination in 1914. Michael Rhodes - 02:40pm Jan 11, 1998 PST (#71 of 74) More Questions 1) What happens when a counter loses all its steps (including cadre if applicable) at one point the rules say that it is eliminated but later describing specifically artillery it says you can rebuild it but you have to rebuild the cadre first 2) The exclusive rules say all the german army artillery is reduced in value. But im setting up scenario 7 (fool you say) but I cant find instructions for army artillery (except for OHL) am I missing something? Thanks ps In line with an earlier question as well as 2d6 I had 2d10 in my game! David Bolt - 12:26am Jan 15, 1998 PST (#72 of 74) Currently playing HBtLF and Rossiya 1917 Joaquin in #70 writes: <<...in the example of play (standard rules, page 28) the 8c division has 6 MPs available and only expends 2 in placing Intensive combat markers. What happens with the 4 remaining MPs? It seems the example of play is not correct (or may be the 8c division will lose 2 MLs?).>> You are correct in assuming that the 8th cavalry division would suffer a loss of 2 MLs (for the two days that the current impulse consists of). David Bolt - 12:45am Jan 15, 1998 PST (#73 of 74) Currently playing HBtLF and Rossiya 1917 Michael Roades writes in 371: <<1) What happens when a counter loses all its steps (including cadre if applicable) at one point the rules say that it is eliminated but later describing specifically artillery it says you can rebuild it but you have to rebuild the cadre first>> When a unit loses its cadre steps, it is removed from play. It may be returned to play, but the cadre points must be rebuilt first. Cadre points are considered to be specialist replacement points. In other words, losing the cadre steps means returning the unit to play will be costly in terms of scarce specialist replacement points. <<2) The exclusive rules say all the german army artillery is reduced in value. But im setting up scenario 7 (fool you say) but I cant find instructions for army artillery (except for OHL) am I missing something?>> I think you are refering to Exclusive Rule 11.61 (German Artillery). Most German Corps HQ have a printed-on-counter strength of 4 heavy artillery SP, but they begin all scenarios with 2 SP. The remaining 2 SP per unit arrives throughout the course of the game via specialist replacement points. German Army artillery regiments (those artillery regiments which have an army formation identifier) start this scenario, and all others, at half strength. The new (1/1/98) COA errata for HBtLF contains a new Exclusive Rule: 11.61E German Army Artillery: All army artillery regiments begin every scenario at half-strength. All army artillery regiments which enter the game as reinforcements do so at half-strength as well. Army artillery regiments may be built up with specialist replacement points.