Giovanni Fazio - Jul 30, 2007 10:04 am (#160 Total: 178) "We believe in nothing, Lebowski!" Ciao Roberto, I just cut my counters for Prussia Rising, and will give this a try tonight. Looks good... A couple of questions for you: 1.) Movement: the 1d6 roll equals the number of stacks you can move, correct? 2.) Combat: in combat, units can be reduced -- how is this indicated? Flip the counter? Or replace it with a lower level unit (i.e., V - R, R -G, G- elim)... this would mean a V unit has three steps though... Also, the reduced unit "loses a level of training for the rest of the combat." Does this mean if they survive the combat, they return to their normal level (i.e. before they took the hit)? Also in combat, "G" units hit when you roll doubles on 2d6, while "R" units hit on a roll of 7 on 2d6. Now, aren't "R" units supposed to be better? But look at the probability of making a hit: Doubles: 1/1, 2/2, 3/3, 4/4, 5/5, 6/6 = 6 chances in 36 Sevens: 1/6, 2/5, 3/4, 4/3, 5/2, 6/1 = 6 chances in 36 Maybe I'm missing something, but wouldn't this make Green troops and Regulars the same in combat? 3.) Siege: does the besieger have to attack every turn? Or can he just stay in hex and maintain the siege, and watch the defender lose units through attrition? Also, what happens if a besieger attacks? The defender cannot retreat, correct? Thanks. Roberto Chiavini - Jul 30, 2007 11:16 am (#161 Total: 178) Ciao Giovanni, Here are the answers: 1) Correct (Prussians get +3 on the roll) 2) Reduction: is not a real reduction, as you said later. Surviving units return to full strenght. So the reduction is only for the combat rounds. Each unit has the equivalent of two steps and they are hit the first time, they suffer a level decreasing going from Veteran to Regular, Regular to Green - Green Units are out of the combat (but not eliminated if they survive the combat itself!). For noting which unit are reduced, you may simple rotate them 90°. regarding the chance of hitting the enemy, it seems that the rules are missing a sentence Regular units hits with any double and "7". Sorry for the inconvenience and thanks for noting it (I've originally written the rules in Italian, and the sentence is remained out of the translation...) 3) The rule is probably written too brief: the besieger may lay siege without doing nothing, other than leaving 3 units in the hex and he may watch the besieged starving. Hope to have clarified your doubts. Don't hesitate to ask if you have other questions. Hope you enjoy this game: it's fast and furious and very easy, but it should be fun Giovanni Fazio - Jul 30, 2007 12:09 pm (#162 Total: 178) "We believe in nothing, Lebowski!" Ciao Roberto, Thanks for the quick answers! Got them just as I finished setting up! One more question -- stacking is 8 units + 1 cav. But since you enter an enemy box for combat, the limit is 8 units for each player, correct? So if a defender has 8 units in a box, you can never have more units attacking him? The only way to get better "odds" in combat is to have better quality units then... >and he may watch the besieged starving. I will try that if MacMahon tries to defend Strasbourg... Giovanni Fazio - Jul 30, 2007 1:40 pm (#163 Total: 178) "We believe in nothing, Lebowski!" Ciao Roberto, 2 more... 1.) Where do the French reinforcements enter? (Turn 4 & 8?) 2.) Attrition phase -- units under siege suffer this twice a turn? or only in the enemy phase... Thanks! Roberto Chiavini - Jul 30, 2007 2:47 pm (#165 Total: 178) To answer your other questions 1) Stacking is for each player (8+1 both) 2) Good question: any French supply city not under siege 3) Only once for turn, during the enemy phase. Keep up the narrative of the war! Simon Bracegirdle - Jul 30, 2007 5:15 pm (#166 Total: 178) Member of Manchester Board Gamers Club, UK Cavalry question Roberto Thank you for your clarifications. I am sorry but I have two more questions for you. 1) Can cavalry exist on their own in a hex. 2) If yes, then what happens when an enemy stack enters the hex? Simon Giovanni Fazio - Jul 30, 2007 10:10 pm (#167 Total: 178) "We believe in nothing, Lebowski!" Cavalry -- same question from me. Plus, can cavalry attack cavalry? Roberto Chiavini - Jul 31, 2007 2:35 am (#168 Total: 178) Simon, Giovanni No problems in answering your questions: i'm glad to do it, as it means that other people plays my game and try to make it better! Regarding cavalry: I will probably add a more specific rule for it. For the moment the answers are 1) Yes, it can 2) Simply move it to an adjacent space, in supply and not enemy occupied. If such a space doesn't exist, it is eliminated instead 3) No cavalry against cavalry combat at the moment. I may add a rule for it, anyway. Thanks again Roberto Giovanni Fazio - Jul 31, 2007 2:47 am (#170 Total: 178) "We believe in nothing, Lebowski!" Ciao Roberto, >2) Simply move it to an adjacent space, in supply and not enemy occupied. Does this mean Cavalry can block enemy moves? Do you move them back before combat, in which case they would block the enemy for movement, or do you move them back AT THE MOMENT the enemy enters the hex, which means they don't block movement? Very fun game, Roberto -- I suggest you add these clarifications to the rules as soon as possible, they will make the game much tighter and complete. Giovanni Fazio - Jul 31, 2007 2:58 am (#171 Total: 178) "We believe in nothing, Lebowski!" Re. the Paris at Arms rule: the replacements the Frecnh player can roll for, what is the limit? Can you bring back ALL eliminated units, or only those eliminated because of the Paris at Arms rule? So can you bring back regulars, or must all replacements be green? Or does the replacement rule only refer to the yellow-stripe Paris units? Thanks... Roberto Chiavini - Jul 31, 2007 7:10 am (#172 Total: 178) Giovanni, I'm glad that you find the game very fun: it was meant to be so. Easy, perhaps not too historical, but fun. Here are the answers to your questions: Green units may only move by rail or with at least one unit of higher level (the rules is meant to force the players to mantain a core reserve). Cavalry units retreat when an enemy stack enter their zone, so they don't block enemy movement (this clarification was much needed) Last, the Paris at Arms replacement rules is worth only for Paris type units (yellow striped): the limit is given by units eliminated, no more than 1d6 each turn. I'll try to condense these clarifications in a file that I will send to boardgamegeek and to Grognard. Thanks again