Andrew Preziosi - 03:40am Mar 14, 2002 PST (#535 of 537) If they think we're the Devil, then let's send them to Hell! The Radio station demolition rules clearly state that the Germans can only blow up the Radio station during their combat phase (even if they ain't got no combat left in 'em), if the Allies are within two hexes. I was at work when I wrote this reply and I was incorrect (Wrong even!), but I was trying to help a certain individual with the rules, so please excuse my haste to do a good deed. Rule 11.8 states: . . . The German player may elect to "blow up the Radio station" on any turn in which the Allied units are within two (2) hexes at the beginning of the German player turn. . . . There is also a very important little note attached to this rule. IF the German player can only "blow the radio station up" if the Allies are within two hexes of Kamina at the start of his game turn. . . then what would be the most logical thing for the Allies to do during their previous game turn(s), especially since they are tied to supply lines and are at the mercy of very clearly written man-made terrain rules???? Look at the charts for (rail) roads and trails, think about what you (as the Allies) want to do and Voila' . . . the answer should come to you like that! Also, if the Allies are knocking on Kamina's door in any sort of strength, then you can bet Agberhvoe has fallen and with it the German ability to conduct offensive combat, since they are now out of supply. I hope this helps. Andrew Andrew Preziosi - 03:45am Mar 14, 2002 PST (#536 of 537) If they think we're the Devil, then let's send them to Hell! Marty . . . working on answer now for you, will try and be kind! ! Andrew Preziosi - 04:19am Mar 14, 2002 PST (#537 of 537) If they think we're the Devil, then let's send them to Hell! I am pondering 10.6, sections E and F. Is the special pursuit combat limited to only combat results of DE and AE? This was not clear in section F. Second, and most important, what is the sequence, i.e., if the Allies advance next to a German unit, who gets to decide who attacks first, the phasing or non-phasing player? Again, not clear from the rules. Special Pursuit Option (Combat): First off, remember to keep an eye on 10.54 to see if it applies to any of your forces in combat. IF automatically eliminated (DE) then rule 10.6, D. applies (consider it a Free upgrade). 10.6, E & F: both state that "if either of these movements result in the pursuing units ending adjacent to enemy units that have not yet attacked or been attacked, those static (both phasing and non-phasing) enemy units may immediately attack those units that exercised that option. Clarification: Even towards the end, there won't be that many combats in any one game turn, but this above option is exercised on a combat-by-combat basis. If an Allied column/unit engages in combat, eliminates his opponent and gets a good die roll bounce for pursuit, thereby ending up next to an enemy unit that has not been or will not be engaged in combat this turn, then that unit/column immediately gets the option of counter-attacking if it so chooses ( as long as it is in supply ). If, by some chance, the German unit(s) eliminates the Allied unit and gets a good die roll bounce for pursuit and ends up in the same exact situation the Allies just faced, then again, the previously dormant Allies would get to counter-attack. Once a "battle" is over then move on to the next combat and play it out to its ultimate conclusion. Theoretically this could go on for a while, but in all truth, the Special Pursuit Option is included to take care of the one or two odd little scenarios that may pop up during an entire game. And Yes, only limited to units involved in AE or DE combats. I hope that helps! Andrew