Paul Rohrbaugh - 10:29am Feb 19, 2001 PST (#3 of 3) Playing with Gotterdamerung Hello! Answers are below each question: Questions for detailed play needed: 2.1 map: what about hexes like 0503 (split between flooded terrain and clear); can you enter only them by road for further movement, because flooded terrain needs all MP ? Or is there a difference between entering the hex by a floode hexside or a clear hexside ? And how are this hexes considered for combat (attacker attacking into it or attacking out of it halved like on the TEC ?) Is the front east to the hexsides of hex 0601 and 0602 (especially important for the amphibious unit)? 4.1 Air Power: Do you receive the Luftwaffe Surge Unit every turn after rolling the first time 5 ? --Roads were not flooded (they were above the flood plain) so movement rates apply when moving from on connected road to another. Units that attack through a flooded hexside are halved. Attacking through unflooded hexsides means that a unit's CF is unaffected. --The most the Luftwaffe will show is 2 turns. The first turn they will arrive is when a 5 or 6 is rolled. The second and final turn is when a 6 is rolled. Note: there will be games when the Luftawaffe will never show if a 5 or 6 are never rolled. 6.3 stacking: Is 1 German Btn + Kampfgrupe + battery a valid combination in a hex ? Also is 2 Allied different Btn + Armor possible ? --As per 6.3 a player may stack all the subunits of a division, plus any one battalion, battery, kampgruppe or 79th Armoured unit. So case number 1 is not allowed, but case 2 is (assuming you mean 2 different Allied brigades, there are no battalions). The stacking limits are a reflection of the units abilities to fight together as well as x number of men in y amount of space. 6.4 ZOC: If an attacked unit is surrounded by ZOC`s but supplied (see rules), does the attacker get the shift SR at all ? --Yes, a unit that is surrounded (supplied or not) by enemy ZOC's still suffers the combat shift awarded to the attacker. 6.5.1 combat modifiers: is every attacking hex counted separately for counting combat strength ? What about the rounding (nothing said in the rules - we supposed in favour of the defender) --Sorry about that. You are correct, round in favor of the defender. 8.0 special units: What`s the number of the Armored units (MP we thought)? --The number on the 79th Armoured brigades is the MP allowance and morale rating. They defend by themselves as per the rule with a strength of 1. When stacked with a regular Allied brigade (mech infantry) they shift the odds column (left on defense, right on attack) by one for that combat. Hope these clarifications help. We tried to be as clear and concise as possible when drafting the rules. In playtests, the Germans are favored about 60-40 over the Allies. Experienced players should probably take the Allies, but use the optional rules to help in play balance. However, there were a number of games when a bold player on either side, along with some good die-rolling, was able to reverse the tide and hand their opponent's head to them on a platter. Most Allied breakthroughs will take place on the north flank or middle, but there were a few memorable games in which the British took Goch in a bold move, and unhinged the German's lines to the south. Late-game offensives by the 116th Panzer and 15th Panzergrenadier were also able to snatch defeat from the jaws of defeat. Enjoy!! Paul Rohrbaugh