flashpoint golan q&a pdf

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Michael Q1) If there are many Initiative stacks adjacent to each other and also adjacent to many Reactive stacks, and the Initiative player wishes all of his units to conduct Set-Piece Battles, is one large battle conducted, or does each stack conduct a separate battle. If the latter, does the attacker determine in what order the battles take place. Do the results of one battle affect the conduct of subsequent battles, or are they considered to occur simultaneously? A1: It is treated as a series of set piece battles that are handled in succession, not simultaneously so if an advance cuts off a unit that hasn't had its battle yet then it is cut off. Q2) In 6.4 Battlefield Recovery the rules state "... the attacker may employ Battlefield Recovery for any of his units that do not Pursue (10.7) or move (after a Meeting Engagement Battle) beyond the Breakthru marker. In both cases, the unit ... must be in command of an HQ ..." First, in the case of an attacker winning a Meeting Engagement, what does it mean to not move beyond the Breakthru marker? If the unit doesn't pursue, but continues to use Ops points for movement, the first hex it moves to isn't required to be one with a Breakthru marker. Suppose such a unit moves one hex in another direction. Is it eligible for Battlefield Recovery? Also, according to 7.4 Using HQ Capabilities, in order to provide Battlefield Recovery, the "Hex where combat occurred must be In Command". This isn't the same requirement as stated in 6.4 (see earlier part of this question). Which applies? Maybe it's supposed to be the hex in which the unit to receive Battlefield Recovery was in when it engaged in combat? A2: The two rules don't contradict each other they are just worded slightly differently. The concept is that there is all of this knocked out but repairable equipment in the defenders hex. He who holds the ground can recover his equipment and fix it. He who doesn't hold the ground can't. In your question the attacker has to be in the defender's vacated hex on the Breakthru marker to conduct Battlefield recovery and within range of his HQ in order for Battlefield recovery to occur. Q3) Suppose a stack initiates and wins a Meeting Engagement, forcing the defender to Retreat. Assuming that there are available Ops points, can the unit that attacked move to the retreating unit and initiate another Meeting Engagement with the same stack? A3: A unit that wins a ME battle can, if it has remaining movement, get

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Michael Q1) If there are many Initiative stacks adjacent to each other and alsoadjacent to many Reactive stacks, and the Initiative player wishes allof his units to conduct Set-Piece Battles, is one large battleconducted, or does each stack conduct a separate battle. If the latter,does the attacker determine in what order the battles take place. Dothe results of one battle affect the conduct of subsequent battles, orare they considered to occur simultaneously? A1: It is treated as a series of set piece battles that are handled insuccession, not simultaneously so if an advance cuts off a unit thathasn't had its battle yet then it is cut off. Q2) In 6.4 Battlefield Recovery the rules state "... the attacker mayemploy Battlefield Recovery for any of his units that do not Pursue(10.7) or move (after a Meeting Engagement Battle) beyond the Breakthrumarker. In both cases, the unit ... must be in command of an HQ ..." First, in the case of an attacker winning a Meeting Engagement, whatdoes it mean to not move beyond the Breakthru marker? If the unitdoesn't pursue, but continues to use Ops points for movement, the firsthex it moves to isn't required to be one with a Breakthru marker.Suppose such a unit moves one hex in another direction. Is it eligiblefor Battlefield Recovery? Also, according to 7.4 Using HQ Capabilities, in order to provideBattlefield Recovery, the "Hex where combat occurred must be InCommand". This isn't the same requirement as stated in 6.4 (seeearlier part of this question). Which applies? Maybe it's supposed tobe the hex in which the unit to receive Battlefield Recovery was inwhen it engaged in combat? A2: The two rules don't contradict each other they are just wordedslightly differently. The concept is that there is all of this knockedout but repairable equipment in the defenders hex. He who holds theground can recover his equipment and fix it. He who doesn't hold theground can't. In your question the attacker has to be in thedefender's vacated hex on the Breakthru marker to conduct Battlefieldrecovery and within range of his HQ in order for Battlefield recoveryto occur. Q3) Suppose a stack initiates and wins a Meeting Engagement, forcingthe defender to Retreat. Assuming that there are available Ops points,can the unit that attacked move to the retreating unit and initiateanother Meeting Engagement with the same stack? A3: A unit that wins a ME battle can, if it has remaining movement, get

into another ME, even against a unit it just finished defeating in anearlier ME. Q4) According to 7.4 Using HQ Capabilities the rules state that"Helicopter transport can transport one brigade worth of ... Dismounted(9.1) infantry units." According to 15.2 Transport Helicopters therules state that "Only Special Forces, ... , Leg Infantry (but notdismounted), ... may be transported in this fashion ..." Which of these rules is correct? A4: You are correct there is a contradiction here and 15.2 supercedes7.4. Q5) If a reserve moves two hexes to be a part of a battle, can the first hex it moves into be in an enemy ZOC? A5: A reserve unit may not enter a ZOC and continue moving into a battle. Q6) Do breakthrough markers negate ZOCs for purposes of retreat? A6: Breakthru markers negate enemy ZOC's for all purposes, even friendly retreat. Q7) Suppose two stacks of Israeli artillery fire a counterbattery attack on one stack of Syrian artillery. Can a second stack of Syrian artillery make _two_ counterbattery attacks, one against each of the Israeli stacks? A7: No, only one of the artillery units may be counter-batteried. This is more game mechanic than reality but this action-reaction stuff gets out of control otherwise. Q8) There are occasional references to units being struck, but nowhere is it specifically defined. Does any unit that fails a morale check on the Strike Results Table get a Struck marker? What are the effects of being struck? A8: Struck applies only to normal strikes against moving targets. Hencewhy it doesn't show up in the example against the counterbattery and HQstrikes. A unit that is struck cannot move for the remainder of the OpsCycle and other units cannot use the road benefit in a hex with astruck marker. Imagine a road with lots of wrecked vehicles on it thatblock the road. During the end phase this condition is removed. Q9) According to 3.0 Sequence of Play, Struck markers are removedduring the End Cycle. According to 9.1 Movement Procedure the rulesstate that "The road and highway movement rates may never be used toenter a hex containing any units which were forced to cease moving by astrike earlier in the same Activation Segment. Record this by placing a"Struck" marker on top of the unit(s) that was forced to stop moving.

First, this seems to be refering to some rules regarding the effects ofbeing Struck (ending of movement) that I can't find. Second, it impliesthat at least one of the effects of being struck, negation of road andhighway movement rates by other units, only lasts for the ActivationSegment in which the strike took place. This seems to contradict thefact that "Struck" markers are only removed during the End Cycle. A9: The reference to the same Activation segment is misleading, see A8. Q10) Does a successful counter-battery reaction cause the attackedartillery unit(s) to receive a struck marker? (In part VI of the firstActivation Segment of the Comprehensive Example of Play, the SabraArtillery Battalion conducts a successful Counterbattery Strike againsta Syrian Artillery Brigade, but the Syrian Artillery Brigade didn'treceive a Struck marker.) A10: See A8 answer, only if the artillery were moving, not in acounter-battery situation. Q11) If a Strike is successful against an HQ, does it receive a Struckmarker? Can it still use its capabilities? A11: An HQ can only be struck if it is detected with EW. The HQrepresents the center of a larger formations rear area combat servicesupport elements and hence its capabilities are available. Since HQ'sare immune to moving detection it shouldn't be possible for it to gethit while it is moving so a struck marker doesn't get placed on HQunits. If there is a condition that I haven't thought of where it doeshappen its capabilities would be unimpaired. Q12) According to 9.0 Movement the rules state that during theExploitation Movement Phase units "... which are within 5 hexes of aBreakthru marker may move." Does the unit have to stay within 5 hexes of a Breakthru marker duringits movement? Must it move toward a Breakthru marker? A12: Once the initial condition for a unit to move has been met, ie itis within 5 hexes of the breakthrough marker, it can go in anydirection or set of directions that it wants ignoring the location ofthe Breakthru marker thereafter. Q13) Some Victory Condidtions depend on how many levels of morale losshave been suffered. If a unit regains a lost level throughReorganization or Battle Field Recovery, does that lost level counttoward the Victory Conditions? A13: Yes even if you recover or reorganize casualties were taken even

though the equipment was recovered or replaced.------------------------------------------------------------------------------------------------------------------------

Mark Herman - Mar 15, 1999 9:24 pm (#17 Total: 715)

The action-reaction stuff is there to show the impact of modern intelligence collectors and their impact on long range weapons. In WWII if someone saw you they could attack you directly, such as trolling US aircraft in France 1944, but otherwise you could move around.

On the modern battlefield against a well equipped opponent this doesn't work as well when they can track all moving targets near the frontlines and target them accurately. Basically, if you don't have information and firepower dominance you don't move too far without getting hammered.

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Mark Herman - Mar 21, 1999 12:36 pm (#26 Total: 715)

Interesting game description. One of the key vulnerabilities, which Alan described is the impact of losing the information networks that support all of the deep shooters. If the network goes down (jammed HQs) then lots of key stuff doesn't work. I was surprised to hear the Israelis pulled it out, but an initial set back that doesn't hurt the support infrastructure, e.g., artillery, HQs, is going to let the Israelis get back into the game.

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Mark Herman - Apr 1, 1999 8:07 pm (#32 Total: 715)

Its interesting you should mention the original central front version. I found it by accident the other day. The problem with the game is the scenario went away and the system was designed for large heavy forces as its center point. It works well in the Middle East, but I'm not sure where else.

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Q : Can HQ's attempt more than ome jamming attempt per Strategic Phase?

Mark Herman - May 9, 1999 2:47 pm (#41 Total: 715)

The question is not entirely clear.

In a strategic phase there can be more than one jamming attack, but each HQ may make only one jamming attempt per strategic phase.

So, if you have three HQ's you could make up to three jamming attacks, one per HQ, but no more than that.

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- Can SRBMs be used multiple times for Reaction after Detection ? - (with the HQ paying Capability point each time) or -- if they're limited to once per Movement or Exploitation phase?

- My recollection is that you can but you'll surely be limited by ammunition shortages.

- Well, that's the point, John. SRBMs are not eligible to ammo shortage, it's an HQ capability. -- The problem is, in the Battle of Armaggedon scenario, for instance, the Israeli can

conceivably fire off 6 SRBM strikes (being Disorganized at onset) at 6 different Syrian moving stacks in the first movement phase, which basically is Armaggedon by itself...

Mark Herman - Jun 6, 2000 9:32 pm (#80 Total: 715)

Benoit, the effect you describe is the one I was looking for. Mark

John Alsen - Jun 7, 2000 11:18 am (#81 Total: 715)

which basically is Armaggedon by itself

But is it an efficient use of the HQ?

This is an aspect of the game I really enjoy.

Alan Moorhouse - Jun 8, 2000 4:53 am (#82 Total: 715)

Yes you only have one reaction per moving stack.

SRBMs may not be the best response : i.e artllery and air strike might be.

I tend to use a lot of engineer capability up to the limit allowed.

Benoit Larose - Jun 8, 2000 8:25 am (#83 Total: 715)

Well, maybe I got too lucky with those SRBMs... then I realized that the NORCOM HQ would be back to normal status next turn and this meant even more SRBM shots and I tought wow! that's a lot of firepower to throw out so far away.

That's the name of game, I guess.

SRBMs may not be the best response i.e artllery and air strike might be

I don't have the tables in front of me but iirc, the odds for a succesful strike are the same with SRBM or a 6-point art or air strike, except that you don't have the risk of ammo shortage or having it shot down/aborted

(barring availability of antiballistic stuff which is quite rare in my experience).

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Mitchell Land - Jul 6, 2000 11:06 pm (#85 Total: 715)

Here are some of the questions and answers I have received from Mr. Herman :

(1) Can an artillery unit be involved in more than one Set Piece Battle in a given Movement/Exploitation Phase? (assuming no Ammo Depletion)

1. No, artillery can only support one action per battle. Explicitly an artillery can only support one set piece battle per phase.

(2) Can a Headquarters unit's SRBM value be used in Set Piece Strike?

2. The HQ SRBM value can be used at any time, but HQs are limited in the number of actions they can take per phase (I believe its only one per phase, its in the rules).

(3) There is a discrepancy in whether or not the use of an SRBM costs a Capability Point (in the general description, it says it does not, in the specific description, it implies that it does). Does the use of the SRBM capability cost a Capability Point? (FYI, we played that the highest numbered rule took precedence and that it does indeed cost a point.)

3. SRBM use costs a capability point.

(4) In a Set Piece Battle, an artillery unit is Ammo Depleted on a 7-8, but not a 9 (or 1-2 but not a 0)? (This is what the chart implies).

4. Yes the ammo depletion die roll is not linear.

(5) (Errata) On the back of the Rule Book, Set Piece Battle is listed twice under the descriptions. The second one should say Meeting Engagement.

5. Correct, you should go to this website for the latest errata on the game. Web-Grognards: the site for wargames on the web

NOTE: Obviously, this errata is not available?

(6) At the end of an enemy's Movement Phase, can more than one friendly HQ use a capability?

6. Yes, more than one HQ can do something, just not more than one capability point per HQ.

(7) Are Aircraft simply detected if they are within range of an HQ's Air Detection Range? That is, they do not have to be within a ground units detection range (as specified by the Detection Range table and the Air Superiority Level).

7. Correct, any detection by any unit works.

( Similarly, are Helicopters treated as Aircraft, or must they be detected like ground units? That is, if the Syrian 1st Attack Helo Btn enters in hex 2401, that is within NorComm's Air Detection Range of 36, can it be attacked at that point?

8. Helicopters are detected like air units.

Also, there is a Q&A (Questions and Answers) link on Web Grognards: Q&A

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Mark Herman - Aug 18, 2000 10:01 am (#91 Total: 715)

As far as the SRBM issue goes, my view is it is an HQ capability and consequently it can only be used once per phase, by a particular HQ.

Since there is only one I believe that can do it, it would be one shot per phase.

Benoit Larose - Aug 18, 2000 2:39 pm (#93 Total: 715)

OK!!! So the NORCOM HQ can't be treated like an artillery unit with 9 "shots" available during Syrian movement.

Mark Herman - Aug 18, 2000 6:06 pm (#94 Total: 715)

Correct, Mark------------------------------------------------------------------------------------------------------------------------

Benoit Larose - Aug 24, 2000 7:25 pm (#95 Total: 715)

Is it correct to assume that PLO and Lebanese units, having no Superior HQ to put them In Command, are therefore always In Command for Reorganization purposes?

- What about "inter-allies" stacking and combat combination?

Can the Syrians stack with PLO and attack?

And what about spotting for Strikes and Detection for each other?------------------------------------------------------------------------------------------------------------------------

Benoit Larose - Apr 24, 2001 10:03 pm (#126 Total: 715)

Trying to setup a Standard scenario right now and I can't find any reference for placement of the Ariel division anywhere, nor in any other scenario. Is this formation gets to mobilize at all, is it included as a spare or do I need glasses?

Also, the scenario I am playing is M+10 (scenario 4). All formations for both sides are fully mobilized. This means I guess that the Israeli sets up all formations 1st, anywhere in Israel, followed by the Syrian, anywhere in Syria, right?

(no specific hexes for any formations).

- Am I right to use the Demilitarized Golan Heights and West Bank option, btw ?

Mark Herman - Apr 26, 2001 8:16 am (#128 Total: 715)

Benoit,

I just saw your message. I will have to look that one up, but I do have a vague memory that one of the Israeli units wasn't accounted for.

Mark Herman - Apr 30, 2001 6:04 pm (#130 Total: 715)

Flashpoint Golan Scenario Booklet Erratta:

I went back into my copy of the game and here are my margin notes from a long time ago. I don't know if these have ever been posted, so let me know if they make sense, since its been a while since I have set this game up.

Page 8 Israeli Mobilization Schedule

M+5 Kiryat Hayovet S1228, Pardes Hanna S0709, and Petah Tikwa S0419

M+7 Mobilize any two divisions and the Herzl Territorial Infantry Brigade.

23.1 The First Syrian Victory Condition should read “Limited” not “Major”.

25.13 Northern Incursion Israeli Initial Deployment Hermon Garrison Co. N2918

Syria 45th SF Regt. N2916

Special Rules Ein Hilwe is in N1811.

That's all I've got.

In direct answer to Benoit's question the Ariel Division is mentioned as entering on M+7 of the Israeli mobilization scedule.

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John Alsen - Jul 12, 2001 2:29 pm (#147 Total: 715)

A question:

Under Rule 20 Pre-War Game Turns in the Crises Deepens section it is stated that "Each nation can move one formation..." in the Operations cycle. Later it implies more than one formation can move by stating "...players alternate moving formations one at a time."

I presume the movement of multiple formations rather than just one is correct as moving only one farmation is the same as this part of the rule under Crises Stabilizes/Hostilities Commence.

------------------------------------------------------------------------------------------------------------------------John Alsen - Oct 22, 2001 1:10 pm (#153 Total: 715)

A question:

Under Rule 20 Pre-War Game Turns in the Crises Deepens section it is stated that "Each nation can move one formation..." in the Operations cycle. Later it implies more than one formation can move by stating "...players alternate moving formations one at a time."

I presume the movement of multiple formations rather than just one is correct as moving only one farmation is the same as this part of the rule under Crises Stabilizes/Hostilities Commence.

Mark Herman - Feb 4, 2002 8:58 am (#156 Total: 715)

It may be that there is another option that allows the movement of more than one formation, but if each side gets to move one formation, you alternnate, each moving one in turn, but because the rules are still talking about two formations (one from each side), I think the use of the plural is appropriate in the sentence.

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- Is there a difference between mountain and impassable terrain?

Their terrain and ZOC effects are listed identically and they appear on the same line of the CRT.

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Travis Crouse - Apr 16, 2002 5:53 pm (#182 Total: 715)

Any HQ can use one capability per Movement Phase, AND one per Exploitation Phase(?), in addition to the capabilities it can use in the Replenishment Phase?

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Travis Crouse - Jun 11, 2002 10:35 am (#217 Total: 715)

Could someone help me with a rule interpretation?

In the detection rules, it states that a friendly unit moving within detection range of an enemy unit is automatically detected.

However, a couple of paragraphs later the rules say that "detection is limited to the following situations: 1.The unit performs any road movement... 2. The unit moves into a clear, salt marsh, or desert hex... 3. The unit enters an enemy ZOC... I have been playing where any unit that moved within detection range was automatically detected, I had overlooked/skimmed-over these qualifiers.

Is it correct to say that a unit moving at the non-road rate thru a series of hill, mountain or town hexes could "sneak" right up to a hill hex just outside of an enemy ZOC without being detected?

Mark Herman - Jun 19, 2002 2:30 pm (#218 Total: 715)

In general, yes, but I would need a specific example to makesure I am not misleading you.

Travis Crouse - Jun 20, 2002 4:16 pm (#219 Total: 715)

Mark, Thanks, I was asking in a general sense. I guess I had been playing completely wrong, believing that ANY movement, in ANY terrain within detection range was automatically detected. It was somewhat discouraging during Israeli air superiority for the Arab player to have to run a 30 hex gauntlet of fire just to get up to the front. During movement, towns, hills, & mountains can be used as shelter against detection right up until the point that an enemy ZOC is entered(?)

When I actually re-read the detection rules was while playing "Northern Incursion". Israeli units had made it past Marjayoun and were in a position to look straight up the Bekkaa Valley at the Syrian 3rd Arm'd division as it crossed the Lebanese border at the northern end of the valley. Thinking they were going to be detected & pummeled for the entire drive down the Bekkaa made me look over the rules again. There is series of almost continuous

hill hexes on both sides of the Litani R. that I used to move the Syrians south down the valley to avoid detection for as long as possible. Sound good to you?

Mark Herman - Jun 22, 2002 5:37 pm (#220 Total: 715)

That sounds correct. The point of the rule is that if you move on a road you will be detected fairly quickly and attacked. If you move cross country slowly, you can get closer until you are detected.

------------------------------------------------------------------------------------------------------------------------Travis Crouse - Jun 25, 2002 11:17 am (#221 Total: 715)

One more quick question, if an artillery battalion from the Israeli 1st Arty brigade performs combat support in a set-piece battle involving a couple of battalions from one of the Israeli armored divisions, has it spent all its' operation points?

So that if its' superior HQ is activated later in the turn, that arty unit is ineligible for move or fire in its' HQ's Movement Phase (but is eligible during the Exlpoitation Phase)?

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Oliver Giancola - Jun 30, 2002 8:00 pm (#222 Total: 715)

I found these articles, which I thought you might be interested in:

Hizbullah probing for Israel's weak spots

http://www.jpost.com/servlet/Satellite?pagename=JPost/A/JPArticle/Full&cid=1023716573902

Egoz commandos hit Hizbullah north of zone

http://www.codoh.com/newsdesk/9704072.HTML

The former suggests a version of scenario 25.12 Operation "Peace for Galilee" may be possible, especially with Sharon in power. The latter article would suggest some sort of special anti-terrorist/PLO bonus for the Golani recon unit!

Some other thoughts...

1) Would there be a U.S. Ground Intervention response at a level less than deploying the 82nd or Marines? Given the ops in Infinite Justice, I could see some sort of Aerial Intervention + SOF option for the U.S., with no ground units (in counter form) deployed. Or maybe a HQ, or Ranger unit (etc.).

2) Since there no longer is a USSR per se, would Russia or some combination of former Soviet states intervene? Is that still relevant in this game?

3) With the above two questions in mind, do you know of any articles/variants/updates for this game? I checked webgrognards, but had no luck there.

I look forward to your answers, and to learning more about this region's militaries as I explore this game and other sources.

Mike Welker - Jul 1, 2002 9:46 pm (#223 Total: 715)

Well, since Mark designs games for the JC at the Pentagon, he could simply suggest the US intervention should be no less than the division insertion:)

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Steve Carr - Jul 26, 2002 12:46 pm (#224 Total: 715)

I would appreciate anyone's help on the detection rules in this game! I am having a heck of a time coming to grips with the issue of automatic versus observed detection. If the question of detection is linked to air superiority, and we are talking airborne sensors doing the job of detecting enemy formations movements, or the bulk of it (avoid the question of ground based electronic sensors for the moment) then how does the inclusion of ground units and the various ranges attributed to them, based on the ground they currently occupy, come into the equation....that was a long, long question that is perhaps not too clear!

I guess the nature of my confusion is the balance between airborne (satellite and aircraft...manned and unmanned) observation versus land, line of sight observation.

When and how are these differentiated?

Oliver Giancola - Jul 26, 2002 1:49 pm (#225 Total: 715)

Steve,

The way I see it is that, for example, when the Israelis have Air Superiority pluses, they dominate the air, so they can deploy recon choppers and so forth (and nowadays perhaps even unmanned drones) to detect movement. The Arab side, without air superiority, will have lower detection ratings, because they are indeed basing their detection mainly on ground LOS. In my experience (two games), the detection is basically automatic. I'm sure there are some situations where it won't be (namely, if the HQ is Disrupted and the ground unit Broken).

I don't think we can forget ground-based EW/detection equipment, either. Hence the longer detection ratings for HQs.

You also raise the satellite question, which came to my mind. I don't know who has satellites in this area, or if the US/Russia would allow the various sides intel based on their satellites. I think it's safe to say that in most cases, the US would share such intel.

Whether or not that can come into play at a tactical level, I'm not sure, but it should help Israel in a strategic sense.

Just some thoughts.

swhitebull - Jul 26, 2002 2:37 pm (#226 Total: 715)

Keep in mind also, that the Israelis have their own eye-in-the-sky, with their Ofek-series satellites, and the intent is to share intel with US, India and Turkey.

The Detection radius for the Israelis does include UAVs. Remember that they developed, used these drones in way back in 1982 to mark, then destroy the Syrian air defense network. This development was based on their expereiince in the 1973 war.

Travis Crouse - Jul 27, 2002 10:11 am (#227 Total: 715)

Steve, I think I was having similar difficulties with the detection rules.

Are posts #217 thru #220 relevant to your question?

Nicholas Uloth - Jul 27, 2002 9:40 pm (#229 Total: 715)

The detection rules appear quite straight forward to me. One of the things about Marks rules is that you can trust to interpret them literally.

To detect a moving unit that unit needs to be moving in anything but the dense mountain/hill terrain. - exception is set-piece strikes against stationary targets.

I have no problem with allowing units to infiltrate through dense terrain. That is one of the things dense terrain is used for.

Detection range is determined by air-superiority:

If you don't have any then detection range is 3-5 hexes (12-20km) which represents your recon units in penny packets out front of your units. In addition any unit that occupies higher ground can visually spot up to 8 hexes (32km) but is limited by some LOS rules.

If you have air superiority you can spot up to 120km from the FEBA.

So if the Israelis have air superiority then any Syrian unit that moves (in non-hill/mountain hexes) is spotted within 30 hexes of the FEBA full-stop. While the Syrians have to make do with their recon screen 3 hexes out and any glances they can get from atop hills/mountains (hence the importance of Mount Hermon, Golan heights etc)

Costello - Aug 3, 2002 4:12 am (#230 Total: 715)

"The way I see it is that, for example, when the Israelis have Air Superiority pluses, they dominate the air, so they can deploy recon choppers and so forth (and nowadays perhaps even unmanned drones) to detect movement"

The Israelis were the first to develop and deploy unmanned drones in combat, waaaaay back in '82. It was tremendously effective against the Syrians.

Satllelite is new to them. Prior, they relied on the U.S. for such, going back to '73.

Mark Herman - Aug 27, 2002 7:59 am (#231 Total: 715)

I am not sure what the issue is, could it be re-stated.

The detection rules if taken literally are easier to understand.

Basically if you trade off rapid movement to slow dense terrain movement, you can get farther without being detected at long range.------------------------------------------------------------------------------------------------------------------------

Eivind - Jan 20, 2003 8:25 am (#232 Total: 715)

I've done a run through of the example of play.

About flanking and rear attacks. (10.4) The way the rules are defined, I'm a bit unsure about the following situation:

Looking at the diagram on page 17, suppose unit X were being attacked by A and C, AND by a third unit located to the southeast of X (directly south of Y's hex).

Another way of expressing this is, what if a unit is attacked from three adjacent hexes, all at 2 hex intervals. For example, (numbering the adjacent hexes from 1 to 6 counting clockwise) from hexes 1,3,5.

Here, common sense suggests to me that the defender is being 'taken from the rear' since he is surrounded. But the rules as defined seem to say that he is only flanked, since none of the three surrounding attacking hexes is directly opposite another

Eivind - Jan 20, 2003 9:51 am (#233 Total: 715)

The following has confused me some.

The problem is, in the Battle of Armaggedon scenario, for instance, the Israeli can conceivably fire off 6 SRBM strikes (being Disorganized at onset) at 6 different Syrian moving stacks in the first movement phase, which basically is Armaggedon by itself...

I was just looking at the rules, and it looks like SRBM strikes can't be used for reaction against enemy movement, since the reactive player uses his capabilities first at the end of each of the initiative player's phases (movement and exploitation).

Even if it turns out that it's okay to react against enemy movement with an SRBM strike, it would still only be possible to fire one per phase (as it's only allowed to use one capability per phase).

Eivind - Jan 20, 2003 1:10 pm (#234 Total: 715)

Section 10.5 says a defender in a city hex which loses a battle does not have to retreat (if it passes a morale check). Of course it may choose to retreat.

- Question: if the defender passes the morale check could it choose to retreat less than 3 hexes, such as 1 or 2 hexes only?

Chris Fawcett - Jul 8, 2001 4:45 pm (#235 Total: 715)

Great question. It's not supported in the rules, but it makes sense.

------------------------------------------------------------------------------------------------------------------------Shannon Cooke - Mar 7, 2003 4:34 pm (#240 Total: 715)

I finally pulled this off of my shelf after a while and noticed that I had stuck in the box some minor clarifications and minor errata that I think I got from the internet or a copy of The General. I'm not sure if it is official or not as I really can't recall how I got it. Anyway, here it is:

RULES:

7.3 Headquarters Capabilities - Restrictions on HQ Capability Use - second exception: Add to the end "Does not count against capability use limits."

7.4 Using HQ Capabilities - Support Capabilities Parameters - Combat Engineers: The section headed "Time" should read "An HQ's Combat Engineer capability may be employed ONLY when its formation is activated, or during the activation of any subordinate HQ's formation IN ANY MOVEMENT/EXPLOITATION MOVEMENT PHASE."

7.4 Using HQ Capabilities - Combat Capabilities Parameters - Cruise and Short Range Ballistic Missiles (SRBM): The note should read "This capability costs ONE Headquarters Capability POINT to employ."

9.1 Movement Procedure - Movement Restrictions - Dismounted Mechanized and Motorized Infantry: Add to the end of the last paragraph of this subsection "You can dismount at the end of movement in an EZOC to initiate a meeting engagement."

10.1 Set Piece Battles - Reserves: Add to the end of the first paragraph of this subsection "If the Primary Formation HQ is Disrupted, a reactive ground unit can't be a reserve at all."

10.4 Flank and Rear Attacks - Rear Attacks: Add to end of paragraph before the example "This effect is assessed at the instant of battle resolution (can include other units moved by prior battles). Thus, new units can trigger this from their movement. If any unit in a multi-unit battle is affected by this, all units are."

11.2 Reaction - Chart on p. 20: Delete "SRBM" from the first line under the "Reaction" column.

15.0 - Helicopters: Add a separate paragraph "If forced to abort by ADF, an attack helicopter goes to the nearest friendly airbase withing its remaining range."

18.1 - Jamming: The first sentence of the first paragraph should read "In the Jamming Phase of the Strategic Cycle, a player may have each of his eligible HQs attempt to jam ONE enemy HQ that is within range of its jamming capability."

Battle Summary on Back Cover of Rules: Under "Reserves and Fire Support" change the second occurance of "Set-Piece Battles" to "Meeting Engagement Battles".

SCENARIO BOOK

25.0 Scenarios - Add "The Special Rule in Scenario 25.22 "Intifada" should apply in all Standard Scenarios."

Comprehensive Example of Play - Initial Deployment: Herzl Territorial Brigade should place one Motorized Infantry Task Force each in S1502 and 1505..."

Comprehensive Example of Play - 4th Armored Division's Exploitation Movement Phase - second Set-Piece Battle Battle Resolution Procedure: The last sentence of paragraph number 3 should read "The overall battle result is a loss for Syria (their attack failed) and both sides' units remain in place."

Comprehensive Example of Play - 4th Armored Division's Exploitation Movement Phase - Movement - III: the last paragraph of this section titled "Headquarters Capability Use" should be deleted and the paragraph should read "None; the HQ has no capability and the engineer wasn't activated."

Back Cover - USSR Modifier Table - Add as an optional rule: "Due to the 1991 Soviet Coup, treat all USSR Modifiers as 'Political Collapse'.

Shannon Cooke - Mar 8, 2003 1:30 pm (#242 Total: 715)

Another bit of errata:

SCENARIO BOOK

Comprehensive Example of Play - Initial Deployment: Change the second set of units of the "Herzl Territorial Brigade" to the "SABRA Territorial Brigade". The diagrams are correct.

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Eivind - Apr 30, 2003 11:39 am (#249 Total: 715)

question about SRBM strikes :

Are they an exception to the rule that an HQ may only use one capability per movement or exploitation phase?

For example, if the reactive player firers an SRBM strike at a detected enemy HQ, can he still use a capability at the end of the phase (such as combat engineers)?

- Are SRBM strikes even intended to be used against enemy units detected during movement?

Is there time to ready such a strike? Or should they only be used in 'set piece' strikes, and strikes against detected HQs?

If the answers to the above are that they may indeed be used against enemy moving units, and that they are an exception to the 'one capability per phase' rule, does that mean that an SRBM capable HQ could fire off strike after strike against moving enemy stacks? (one strike per stack, as per the rule 'one reaction per action')?

I find the rules as they stand to be vague on this. Or maybe I just haven't grasped the sequence of play properly yet.

Hope someone can help. For the time being, I'm playing without using the missiles.------------------------------------------------------------------------------------------------------------------------

John Skiba - Jul 16, 2003 4:56 pm (#253 Total: 715)

- Which side sets up first in a scenario?

If the Fire in the East scenario is there are rule which prohibits the PLO units from moving into Syria (and thus safety--this also denies the Israeli player any chance for victory)?

Mark Herman - Sep 6, 2003 11:44 am (#254 Total: 715)

Real world...sounds about right.

For game purposes, Israelis set up first and PLO cannot retreat into Syria to avoid losing.------------------------------------------------------------------------------------------------------------------------

settozahc eric rene - Mar 16, 2005 12:02 pm (#278 Total: 715)

HQ & MINES

does someone here have an idea about the limit on "laying minefield" capability for the HQs...

John Rainey - Mar 16, 2005 8:52 pm (#279 Total: 715)

Rule 7.3 HQ, An HQ can employ no more then one of its capabilities in a single Movement or Exploitation Movement Phase.

Under Combat Engineers section of HQ's Time: An HQ's CE capability may be employed when its Formation is activated or during the activation of any subordinate HQ formation.

So each HQ can could build only one minefield in a one of the movement phases.

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Pete Atack - Apr 25, 2005 1:00 pm (#282 Total: 715)

HQ CAPABILITIES

Just need to confirm - the rules say you can use one capability per movement / exploitation phase. So I interpret that to mean I could use a capability in my movement phase, then again in the next activating unit's phase, and so on as long as I have points to use and / or actions to react to?

Mark Herman - May 21, 2005 11:13 pm (#283 Total: 715)

Correct...

I haven't been here in a long while, but yes that is the correct interpretation of the rule.

Pete Atack - May 23, 2005 12:48 pm (#284 Total: 715)

I must say I'm very impressed with the system the game uses. The only things I have "issue" (meant in a light, curious way) with are the detection and strike capabilities. At points in the game I felt they were a bit too capable and powerful in terms of giving the player the ability to hit virtually everything as long as they had available units (air or arty).

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Michael Mandelberg - Jul 20, 2006 11:29 am (#297 Total: 715)

I'm rereading the rules in hopes that the reaction stuff is manageable enough for PBEM.

Here's a question that has always bothered me about combat.

The rules are pretty clear that multiple hexes can attack single hexes, and that single hexes can attack multiple hexes.

But it is silent on the question of multiple hexes against multiple hexes.

Normally I would just say this is not allowed, or else how do you decide how to divide up the battles. But then there is this reserve movement thing where the defending player is allowed to move up nearby units into the battle.

This can create multiple hex on multiple hex battles.

So it begs the question of whether they are allowed in the initial designation of a set-piece battle.

Any thoughts?

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Michael Mandelberg - Jul 21, 2006 11:49 am (#301 Total: 715)

Here are a couple of rules issues:

1) For aerial resupply, rule 7.4 says that the unit to be resupplied must be in range of the HQ. But the HQ Capabilites chart merely say whether or not the HQ has that capability, it doesn't specify any range.

2) For SRBM/Cruise missile strikes, rule 7.4 says that it can be done after a successful HQ detection (so that presumably only HQs can be targeted), but in rule 11.2, the chart says that enemy movement can trigger an SRBM strike as well. Futhermore, the section on SRBMs (14.0) talks about affecting multiple units in a targeted hex, which implies that combat units and not just HQs can be targeted (you might think this might only apply if other units are stacked with a targeted HQ, but these strikes don't affect the other units due to the middle paragraph, right column, third bullet on page 20 which says that strikes against HQs don't affect colocated combat units, and vice versa).

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John Alsen - Jul 22, 2006 10:10 pm (#303 Total: 715)

1) For aerial resupply, rule 7.4 says that the unit to be resupplied must be in range of the HQ. But the HQ Capabilites chart merely say whether or not the HQ has that capability, it doesn't specify any range.

HQ Command Radius is also its "range". See 7.2.

2) For SRBM/Cruise missile strikes, rule 7.4 says that it can be done after a successful HQ detection (so that presumably only HQs can be targeted), but in rule 11.2, the chart says that enemy movement can trigger an SRBM strike as well. Futhermore, the section on SRBMs (14.0) talks about affecting multiple units in a targeted hex, which implies that combat units and not just HQs can be targeted (you might think this might only apply if other units are stacked with a targeted HQ, but these strikes don't affect the other units due to the middle paragraph, right column, third bullet on page 20 which says that strikes against HQs don't affect colocated combat units, and vice versa).

The rule actually says "During any Activation Segment or at any point that an enemy HQ is detected..." So it can be used as you stated above.

Michael Mandelberg - Jul 23, 2006 1:07 am (#304 Total: 715)

John,

I agree with 2), but I'm not sure that makes sense for 1), that seems a bit limiting. Also, the designer note for the aerial resupply mentions something about heavy lifters being involved (I don't have the rules handy) which would seems like it would be a lot longer range than the command radius.

John Alsen - Jul 24, 2006 9:28 pm (#306 Total: 715)

I agree with 2), but I'm not sure that makes sense for 1), that seems a bit limiting. Also, the designer note for the aerial resupply mentions something about heavy lifters being involved (I don't have the rules handy) which would seems like it would be a lot longer range than the command radius.

Aerial resupply generally comes from higher commands...those with longer ranges..i.e. Cental Command has a 25 hex range.

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John Tex Teixeira - Jul 23, 2006 6:45 pm (#305 Total: 715)

We are playing the scenario where the Israelis drive into Lebanon with two goals: 1) Kill at least 10 PLO units and 2)occupy the highway between Damascus and Beriut (I don't remember the name of the scenario)

1) Can the Syrians support the PLO with their artillary for the first three turns, even though the scenario rules prohibit contact between the Syrians and Israelis ?

2) If the Israelis land their air mobile troops on the Beriut-Damascus Highway (thus cutting it and achieving a victory condition), do they have to be in supply ?

3) Can the Arab Peacekeeping HQ directly command assest units, like artillary and special forces units ?

John Alsen - Jul 24, 2006 9:39 pm (#307 Total: 715)

Shots in the dark...

1) Can the Syrians support the PLO with their artillary for the first three turns, even though the scenario rules prohibit contact between the Syrians and Israelis?

I'd say no as the Syrians cannot attack until they have been attacked.

2) If the Israelis land their air mobile troops on the Beriut-Damascus Highway (thus cutting it and achieving a victory condition), do they have to be in supply?

My guess is NO.

3) Can the Arab Peacekeeping HQ directly command assest units, like artillary and special forces units ?

Sure, it is a Command HQ, isn't it?

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Joel Toppen - Jul 27, 2006 3:59 pm (#310 Total: 715)

I AM working on a campaign designed to simulate what's going on now.

I'm using the PLO units in place of Hezbollah units and I'm working on political rules designed to trigger limited stages of Syrian involvment if the conflict/crisis continues.

The only OOB change I've made is for the Israeli strike aircraft. Israel is pretty much only using F-16s any more for strike missions. Correct me if I'm wrong on this, but their F-15s are used for Air Superiority/Escort missions.

Comments?

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Jim Pyle - Jan 28, 2007 4:36 pm (#384 Total: 715)

Rules Question

Got a question on Israeli mobilization.

In section 22.1 of the rules, page 8, six Iraeli divisions are listed as needing mobilization before their units are placed on the map. But in the Mobilization Schedule that follows, there are only five listing for mobilizing divisions.

Does that mean one division never mobilizes?

Daniel Stueber - Jan 29, 2007 1:00 pm (#385 Total: 715)

I always played that the sixth division mobilizes with the last division to mobilize. I could never find any errata for the game so I don't know if that is right or not.

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John Heim - Jan 29, 2007 3:22 pm (#387 Total: 715)

I haven't played this yet, so I don't know if this is feasible:

Is it possible the sixth division is actually assigned elsewhere (off-map) and the game is simply giving the player dibs on which five he uses? Or are all divisions essential the same, meaning no difference except the unit designations?

Chris Fawcett - Jan 29, 2007 3:29 pm (#388 Total: 715)

I was thinking about the other commitments angle, too, John. All the HQs of units to be mobilized are on-map, though. Plus, there are two divisions that reinforce from off-map.

There are some variations in the composition of the mobilizing units, so perhaps the intent was, as you suggest, to have the players make a choice as to what force mix they wish to mobilize within the time frame of the scenario.

Or not. Maybe we can get Mark to chime in again on this one.

Mark Herman - Feb 10, 2007 10:42 am (#393 Total: 715)

M+7...

The 5th and 6th Israeli Divisions mobilize on M+7.

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Michael Gustavsson - Jun 4, 2008 3:23 pm (#481 Total: 715)

Set Piece Battles

I Need some help with this: An activated formation have two stacks of units adjacent to one stack of reactive units, both activated stacks remains in place.

So, should I conduct one Set Piece Battle with both stacks attacking the single reactive unit, or should I conduct two separate battles (each stack of the activated formation conducts a separate battle)?

Mark Herman - Jun 8, 2008 7:57 pm (#482 Total: 715)

If memory serves...

Is it not true that when a unit begins in an enemy zone you either have to conduct a set piece battle or withdraw...so I would say you have to fight one set piece battle with both stacks or pull back.

Mark MacLean - Jun 8, 2008 8:45 pm (#483 Total: 715)

Is it not true that when a unit begins in an enemy zone you either have to conduct a set piece battle or withdraw...so I would say you have to fight one set piece battle with both stacks or pull back.

That sounds about right. All this has reminded me of a scenario I have languishing in one of my gaming trays. I think I must make moves at the weekend.

John Rainey - Jun 9, 2008 7:13 am (#484 Total: 715)

Units that begin there activation in an enemy ZOC have three options :

1-Withdraw (move back 2 hexs, with no other action that activation), 2-declare a set piece battle or

3-remain in place and conduct no other action.

All three of these actions must be declared for all units in advance. All three actions occur before any regular activities by other activated units of that formation.

Mark Herman - Jun 11, 2008 10:07 pm (#485 Total: 715)

Thanks John...

That answers the question,

Michael Gustavsson - Jun 17, 2008 12:45 pm (#486 Total: 715)

Set Piece Battles

Well, I do understand the various options a unit has when activated.

I´ll put it this way: When a battle begins, could different stacks of an activated formation combine their strength and make one battle together, or do I conduct one battle for each stack of activated units.

Pete Atack - Jun 17, 2008 8:35 pm (#487 Total: 715)

I'm pretty sure you can have several stacks join together into one large set piece battle. That's the way I've played it and it seems to make sense otherwise there would be no way to get flank and rear attack bonuses.

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Daniel Stueber - Jun 20, 2008 1:06 pm (#493 Total: 715)

I thought SAM use by the HQ's was free?

Pete Atack - Jun 20, 2008 1:54 pm (#494 Total: 715)

Hmmm... Now I can't recall. I'll have to recheck.

Three days in and the skies have been pretty clear as all rolls for available airstrikes have been terrible.

Michael Gustavsson - Jun 21, 2008 12:48 am (#495 Total: 715)

Yes, the use of an HQ´s SAM (or ADA) capability is free.

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Mike Ollier - Sep 7, 2008 11:45 pm (#507 Total: 715)

Artillery Reaction

Help!

I've just acquired this game and I'm playing through the Armageddon scenario.

Do I understand correctly that artillery can fire in succession at targets that come within their detection range?

That seems to be the way the comprehensive example of play shows it. The effect for my playthrough so far is that the Herzl and Sabra artillery units have disorganized and stopped every stack that came within 5 hexes of them.

If I think of the stacks moving simultaneously, that means the artllery units are firing at everything that moves coming in from a variety of directions.

Am I missing something?

Daniel Stueber - Sep 8, 2008 9:59 am (#508 Total: 715)

Mike I believe you are correct, unless the Artillery unit becomes Ammo Depleted due to a bad die roll on the strike chart.

Mike Ollier - Sep 8, 2008 3:43 pm (#511 Total: 715)

In order to launch an air strile aginst the Herzl and Sabra artillery units, would I need to have a Syrian HQ on the map and have it react to an Israeli strike?

Or can a struck Syrian unit react by calling in an air strike?

I am presuming that the Syrians can't conduct an air strike until the Israeli artillery either moves or fires. Is that correct, do you think?

John Heim - Sep 9, 2008 8:06 am (#513 Total: 715)

Mike -

If I have the rule correct, you can bring on a Syrian HQ (can't be detected while moving) and then use capabilities to bring airstrikes on the Israeli artillery. The Arab air superiority throughout the scenario gives them pretty broad detection ability.

Now, if your availability roll has not been good to you, you will have to try using organic artillery, which may be interdicted by the Israelis (your original dilemma).

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Dominique METTEIL - Sep 22, 2008 9:05 am (#518 Total: 715)

Mike recently asked if you could counterstrike detected artillery with an air strike ?

I think it is a good question since you can only detect an artillery strike through one of your own artillery units (if at less than 7 hexes of the bullet trajectory). Is your artillery forced to use its own means or can it call air power to help? As for me, I suppose they can use an efficient radio network to call HQ which can dispatch an air strike. Am I right?

John Heim - Sep 22, 2008 10:41 am (#519 Total: 715)

At this moment I would say no, that artillery ONLY can use "counterbattery" fire, but I will ahve to check the rules at home.

My question is, is an artillery unit or units make and artillery strike, does that use any or all of their operations points for that phase?

Or can they then move and participate in a meeting engagement?

John Rainey - Sep 22, 2008 11:24 am (#520 Total: 715)

I believe that they (Arty) can still conduct the full range of movement options when it comes to their activation segment. The rules specifically state that Helo's are limited in reactions and strikes with the "OPS Complete" and "Reaction" counter.

John Heim - Sep 22, 2008 12:46 pm (#523 Total: 715)

Are the artillery limited to one strike and then may conduct movement?

That seems reasonable, otherwise they would just bombard until they ammo depleted.

John Rainey - Sep 22, 2008 1:14 pm (#524 Total: 715)

John,

Not the way I read it. CB strikes are very quick short duration fire missions. Given the time scale you could do a lot each turn. Remember a CB mission can result in a Reaction from the original player, so the more you shot them the more they in turn can be shot at.

The only time that Arty is limited is if the Arty Unit is used in a Set Piece Battle. That consumes the units entire action for the activation.

John Heim - Sep 22, 2008 2:50 pm (#526 Total: 715)

John -

Thanks again!

I wanted to use the artillery to soften up targets before moving against them, but it seemed too easy for them to be used in the way you suggest, even though I could find nothing in the rules against it (now I know why).

I have only so far played Armageddon and I am now into the Lebanon 1982 scenario, so the Israeli use of artillery in such a manner seems like it may be rather overwhelming. I suppose I will find things much more balanced in later scenarios.

Daniel Stueber - Sep 22, 2008 3:06 pm (#527 Total: 715)

I always found the artillery/ air power to be the king in this game. That is assuming you have the ability to see your enemy. The air level makes a huge difference. If the Israeli's gain it they can hit just about anything on the board while the Arabs are hindered to only a few hexes from their units. I believe a unit can opt to not use road travel which makes them a little harder to hit if I remember right.

Mark Herman - Sep 26, 2008 10:32 pm (#530 Total: 715)

Correct...

I always found the artillery/ air power to be the king in this game. That is assuming you have the ability to see your enemy.

Just look at the recent conventional wars in the Middle East, if you can be seen you get wrecked... the places this doesn't work is places where the targets can hide.

------------------------------------------------------------------------------------------------------------------------Marc Feingold - Oct 31, 2008 3:26 pm (#547 Total: 715)

Momentum Rules and Variant

Having said that, I've always thought the momentum rule was out of kilter.

Because momentum shifts in relation to fixed increments of momentum points, doesn't the possibility of significant (i.e., enough to generate additional activation markers) changes to the momentum level effectively disappear in small-to-medium sized scenarios?

I don't have the game in front of me at the moment, but IIRC correctly, in a small scenario, it is almost impossible to win enough victories to generate sufficient momentum points to get extra AMs. And, if you ever were able to win enough victories, the other side would have been beaten to a pulp so badly that the extra activations would be almost superfluous.

Might someone be kind enough to discuss their experience with the system with attention to the momentum mechanic? My experience is limited to smaller scenarios, such as the IDF Lebanon incursion vs. PLO and Syria. It just seemed that it would be impossible to exceed any of the momentum thresholds.

I also had been thinking about an alternate momentum system. I was never overly fond of the second-activation concept. It seemed a little too heavy handed to allow a select number of formations twice the movement and combat as other formations. So, my suggestion is twofold.

First, the threshold for momentum benefits should be graduated with the number of formations in play. IOW, if there are (using arbitrary numbers, for the moment) 6 active formations in play, momentum shifts would occur with every 10 momentum point increment on the track. If there are 12 active formations, shifts occur at every 20 momentum-point increment, and so on.

Second, rather than allowing additional activations, additional momentum points allow you to add a second AM for one or more formations (the higher the momentum in your favor, the higher the number of additional AMs). No formation can activate more than once, but a formation can "pass" when its first AM is picked if the owning player deems an activation inopportune. So, additional AMs in the pool gives two benefits: (2) it "stacks the deck" in your favor, making it more likely that your formations will get to activate before the adversary's, if that is what you wish, and (2) the ability to pass gives additional flexibility.

Obviously, this approach requires either a Vassal/Cyberboard implementation or homemade counters for the additional AMs.

Opinions? Rotten tomatoes?

Daniel Stueber - Oct 31, 2008 10:39 pm (#548 Total: 715)

Marc, as I am typing this at work and have not looked at the rule book in a long while (plus I am tired to boot) so I may have this wrong. IIRC, the side with momentum gets to have their first chit for the first activation and then after that its pulled from the "opaque cup".

If a side gains a 50 point advantage in momentum they get 1 additional activation, 100 points they get 2, etc. In most of my games there have been at most 2 bonus activations in play and it did not affect the game in too drastic a way. The reason it did not for me is, even when a side was winning, they had divisions on their side that were beat up and needed resting so sometimes I would use the bonus activations to move units off the line to try to get them refitted. I always figured the bonus activations were the commanders pushing their troops to the max to try to deal a fatal blow to the enemy. I will admit I am unsure what you mean by the momentum threshold benefits. I will look at the rules tomorrow if I remember and reread them. Dan Stueber

Marc Feingold - Oct 31, 2008 11:43 pm (#550 Total: 715)

Dan,

Thanks for the reply. I'm back home now and have the game at hand. This is what I was trying to say. Your side receives an additional AM for each 50 momentum points in your favor on the momentum track. This 50-MP increment (I was using the word "threshold") is used regardless of the scenario size. Consider a scenario with three Israeli vs. 3 Syrian divisions. With such a small number of forces engaged it would be hard for either side to generate even a 50 momentum point advantage, since there will be relatively fewer battles than a 10-division vs. 10-division scenario.

To crunch some numbers....In the 3-divisions-per-side scenario, to generate 50 momentum points, the Israelis (for example) would have to win 50 battles against defending Syrian brigades or battalions. The Syrians' three divisions comprise a total of 24 brigades and battalions -- beating each of them twice to gain the 50 momentum points would mean the Syrian side is effectively destroyed as a fighting force.

Consequently, in such smaller scenarios, it will be rare for one side or the other to ever receive even one extra AM. And, if your side ever DID get to a point where it had a 50 MP advantage, the other side would be in such bad shape (from all the adverse combat results), you would hardly even need the extra AMs. It seems to me (extrapolating from my experience with the smaller scenarios) that the momentum mechanics really only come into play, as a practical matter, in larger scenarios. Which is a shame, because it's a neat concept.

One could argue that, in a three-divisions-per-side scenario, one extra AM means that fully one-third of your force gets a second move. Wheres, in a 10-divisions-per-side scenarion, an extra AM means only 10% of your force gets a second move. Accordingly, it is proper that, in a smaller scenario, it be much harder to receive an additional AM. That is sensible, but, as I noted, it means a cool mechanic is largely irrelevant to smaller to medium-sized scenarios.

That is why I proposed the modification. It scales the size of the momentum increments needed for an extra AM to the size of the scenario (i.e., the size of the forces arrayed by both sides). So, in a 3-division scenario, you would receive an extra AM for each, say, 10 momemtum points on the track, rather than 50. But to account (partially) for the phenomenon in the preceding paragraph, my modification reduces the effect of an additional AM so as not to badly unbalance the system. Plus, as I noted, I think a second full activation is a bit too much in any event.

Does this explanation make any more sense?

[Also, when I wrote the first post, I had forgotten that the side with the momentum advantage gets to make the first activation. That mechanic is sound, as far as I'm concerned.]

Daniel Stueber - Nov 2, 2008 12:42 pm (#556 Total: 715)

I understand what you are saying now Marc. I would say try it to see how it works. My only concern would be it might unbalance the game some. By that I mean, the designer might have wanted the extra AM to be a rare bonus to a side that is doing exceptionally well, as opposed to a side that is just doing OK. If you do add this in it may make one side that gets a few lucky rolls in become omnipotent in the attack because it gets an extra AM or two. If you get something going let us know. I would like to hear about it.

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John Heim - Nov 3, 2008 8:49 am (#563 Total: 715)

To echo what Dan said, Mark Herman may have intended the added activations due to momentum to be a rare thing. Also, he may have envisioned them as coming into play in longer scenarios but just did not designate it as a special rule, particularly because the momentum player advantage of designating his first formation is usable in all scenarios.

Marc Feingold - Nov 3, 2008 10:36 am (#565 Total: 715)

To echo what Dan said, Mark Herman may have intended the added activations due to momentum to be a rare thing. Also, he may have envisioned them as coming into play in longer scenarios but just did not designate it as a special rule, particularly because the momentum player advantage of designating his first formation is usable in all scenarios.

Yes, unbalancing the smaller scenarios would definitely be a concern, especially as the side with the momentum advantage (even 1 point) gets to pick the first activation.

So, to minimize any unbalancing, I guess I would alter my proposed mod to:

-- for each X momentum points in its favor on momentum track (X being scaled to total # of active formations in play), a side gets to add a second AM for one of its formations.

-- no formation may have more than 2 AMs in the pool. [I could go either way on this one.]

-- the first formation to activate in a turn is determined by normal chit draw. It is no longer automatic for the side with the momentum advantage.

-- When a formation has two AMs in the pool, it may, at the owning player's option, pass when its first AM is drawn. It may activate normally when the second AM is drawn. It may only activate once per turn.

Mitchell Land - Nov 3, 2008 6:45 pm (#566 Total: 715)

To echo what Dan said, Mark Herman may have intended the added activations due to momentum to be a rare thing.

We could just ask him, I suppose, but I'm not sure we have the momentum required.

Mark Herman - Nov 4, 2008 6:06 pm (#572 Total: 715)

Momentum question...

To echo what Dan said, Mark Herman may have intended the added activations due to momentum to be a rare thing.

We could just ask him, I suppose, but I'm not sure we have the momentum required.

As far as the comments go, I did not scale the momentum mechanic to the smaller scenarios, because I felt that it unbalanced them too much. The momentum mechanic was mostly meant to impact the big scenarios. Feel free to divide the thresholds by two and see what happens.

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John Rainey - Nov 7, 2008 5:54 pm (#580 Total: 715)

Rules Question, anybody.

I have an HQ that, through jamming is HQ Disrupted.

Rules have disrupted effects on an HQ has follows:

Can not use any capabilitiesArty belonging to HQ has Combat Str 1/2Formation belonging to HQ can't use Reserve in response to Set Piece Battle or use air strikes before Set Piece battlesDuring the Activation Segment of the turn for the disrupted HQ Air strikes may not conduct Set-Piece Strikes.

Ok.now section 7.4 list all the 'capabilities' that an HQ can perform. So we know these are out for the disrupted HQ

7.2 which addresses HQ functions list the requirement for a unit to be in Command. It doesn't address the issue of whether a disrupted HQ (from jamming and\or retreat) can be used to place a unit in Command?

If the answer to that question is yes (this question is moot if the first is negative) can a disrupted HQ provide supply to a unit?

Michael Gustavsson - Nov 8, 2008 5:28 am (#583 Total: 715)

As far as I know a disrupted HQ can supply units, just as it is in supply if disrupted.

Does a HQ have a mobility class?

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Michael Gustavsson - Nov 9, 2008 6:56 am (#587 Total: 715)

Air Strikes

Earlier there was a discussion about using air strikes against the Sabra and Herzl artillery brigades in the Armageddon scenario. The suggestion was to bring a Syrian HQ on the map to have it react to a Israeli strike. but,

Dominique wrote: "Mike recently asked if you could counterstrike detected artillery with an air strike ? I think it is a good question since you can only detect an artillery strike through one of your own artillery units (if at less than 7 hexes of the bullet trajectory). Is your artillery forced to use its own means or can it call air power to help? As for me, I suppose they can use an efficient radio network to call HQ which can dispatch an air strike. Am I right?"

John wrote: "At this moment I would say no, that artillery ONLY can use "counterbattery" fire, but I will ahve to check the rules at home."

As the rules are written only artillery units can respond to such strikes. Air strikes can only be declared if a unit moves or at the begining of a set-piece battle where an activated unit can detect an enemy unit for set-piece strikes, is that right?

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Michael Gustavsson - Nov 9, 2008 7:29 am (#588 Total: 715)

SOF Missions

Is SOF points available during Battle Scenarios?

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Michael Gustavsson - Nov 14, 2008 9:12 am (#594 Total: 715)

Attacking

Is it possible to attack a reactive unit in a Set-Piece Battle even if the reactive unit don´t project a ZOC into the activated unit´s hex (because of terrain effects)? E.g an activated unit is in a Hill hex and the reactive unit is in a Clear hex (no road connection).

John Rainey - Nov 14, 2008 9:28 am (#595 Total: 715)

I play that yes, it's possible, you're just not required to do a Set-Piece, withdraw or stand pat.... i.e. you can choose move as an option

Michael Gustavsson - Nov 14, 2008 4:27 pm (#596 Total: 715)

Thanks, that is the way I play it too.

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Michael Gustavsson - Nov 22, 2008 12:01 pm (#597 Total: 715)

I am just about to begin playing the The Karameh Operation and do have some questions.

1) Is it possible to attack a unit across a river hexside? Since the bridges are assumed to be demolished and you can´t use your combat engineers to construct a new one since there is enemy units on the other side of the river hexside.

2) Assume there is a bridge and a unit attacking across the bridge. Shouldn´t there be any TQ modifier for the unit making the attack?

John Heim - Nov 24, 2008 9:09 am (#598 Total: 715)

There is a Minor River terrain line on the CRT, so I would say you may attack regardless of there being a bridge. Streams are the lighter blue watercourses and apparently are ignored for combat purposes.

As to 2, morale modifiers are fortifications (plusses) and ratio of helicopter/artillery support (minuses). I don't think there should be one for attacking across a bridge or river, but you may want to house-rule it if you deem it important.

Michael Gustavsson - Nov 26, 2008 12:06 pm (#599 Total: 715)

So, if I can attack across a river hexside then I shouldn´t be able to pursuit since I cannot cross the river hexside? If the attacking unit wins the battle then a bridge must be constructed before a breakthru marker is placed on the map? Also, ZOC shouldn´t extend across river hexsides.

John Heim - Nov 26, 2008 2:58 pm (#600 Total: 715)

That is the same situation as when attacking an Impassable hex - there is a terrain line on the CRT but no entry into the defending hex. I don't recall at the moment (no game handy) if Infantry units can enter impassable hexes or not.

If Yes, then perhaps only infantry may attack into such hexes, if no, then we are back to Square One. I would say attack but no pursuit in such a case. If it is a meeting engagement then it would be attack and then move somewhere else with any remaining operation points.

ZOC's don't extend across Minor Rivers (darker blue water) but they DO extend across Streams (lighter blue).

Michael Gustavsson - Nov 28, 2008 7:54 am (#601 Total: 715)

No ZOC across minor rivers and impassable terrain. But there is a +4 on the Terrain Effects Chart for Mech/Motorized and +3 for Leg units. So you can cross a minor river without deploying a bridge. Maybe it´s assumed some units using their amphibious

capability and others using ponton bridges and other equipment to cross such hexes. Maybe an HQ cost then?

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Dominique METTEIL - Dec 26, 2008 6:53 pm (#602 Total: 715)

question about reactive HQ's: Imagine a syrian division ended its activation.

What can do the Israëlis?

Can they activate only one HQ to use its capabilities (minefields, replenishmet or whatsoever)?

Or two HQ's?

Or all his HQ's each one using one capability?

And then pull a chit to see which side will go on?

I cannot find where it is explained in the rules.

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Dominique METTEIL - Dec 27, 2008 4:38 am (#603 Total: 715)

does an unsupplied unit have a ZOC?

Daniel Stueber - Dec 27, 2008 10:41 am (#604 Total: 715)

Dominique, I believe your first question was answered in this forum a while ago by Mark Herman.

I THINK a HQ can react to other units when allowed to by the reaction chart. I beleive at the end of an activation any HQ can use its capabilities as long as it has the HQ points to do so. However, since I don't have the rules in front of me I am really unsure.....

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Dominique METTEIL - Dec 28, 2008 5:41 am (#605 Total: 715)

I did find some messages about it but not that clear. Let us suppose every reactive HQ can use one capability (since rules do not seem to tel the contrary).

I have another question: if an HQ uses a capability during the replenishment phase, can it be detected?

Daniel Stueber - Dec 30, 2008 11:41 am (#606 Total: 715)

Dominique, according to rule 7.3 on page 10 of the FP:G rule book, under the part about Restrictions on HQ Capability Use,

the INITIATIVE HQ's can use their capabilities at any point during the phase except when the other player is reacting.

REACTIVE HQ's can use their capabilities only after the INITATIVE player has completed all activity for the phase.

My understanding of this is that as many INITATIVE HQ's as you have on the board can use its capabilities as you want, as long as you have the HQ points available. At the end of your phase, the enemy player can then use as many of its HQ capabilities as they want, again as long as they have the HQ points available. However, Combat Engineer abilities can ONLY be used when the formation is activated, or during the activation of any subordinate HQ's formation

Daniel Stueber - Dec 30, 2008 11:43 am (#607 Total: 715)

Your question about ZOC's and out of supply is answered in 8.0 and 9.4. From what I read the only way a unit losses its ZOC is listed under the Exceptions section of 9.4.

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Daniel Stueber - Dec 30, 2008 11:50 am (#608 Total: 715)

Your question about detecting a HQ is under 11.1 at the bottom of the column in the paragraph about Detecting HQ's.

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Marc Feingold - Apr 20, 2009 8:35 pm (#622 Total: 715)

Clarification re Set-Piece Battles and Movement

Perhaps someone can confirm or clarify my reading of the rules...

A unit beginning a Movement Phase in an enemy ZOC must Withdraw, Hold Position, or conduct a Set-Piece Battle. The unit may not subsequently expend OPs to Move and conduct Meeting Engagement Battles (4.2, 9.0). A unit that does not begin a Movement Phase in an enemy ZOC may, at its option, conduct a Set-Piece battle against an adjacent enemy unit (which, for whatever reason, does not project a ZOC into the friendly unit's hex).

My question is, in the second instance -- the optional Set-Piece battle -- can the friendly unit also expend OPs after completing the Set-Piece Battle (and any resulting Pursuit)?

The rules seem to imply that it can. Since it did not begin the Phase in the ZOC, it is not prohibited from expending OPs. This raises the theoretical possibility that a single unit can conduct a SP Battle, Pursue, expend 6 OPs, conduct a second SP Battle in the Exploitation Phase (assuming it moved next to an enemy unit not projecting a ZOC), Pursue, and expend a final 3 OPs.

Or, instead, should the rule be construed to mean that any unit conducting a Set-Piece Battle in a given Movement/Exploitation Phase cannot subsequently expend OPs in that Movement/Exploitation Phase? I note, by way of comparison, that arty units conducting Set-Piece Strikes are deemed to have consumed all OPs for that phase (11.2, page 20).

Darrell Pavitt - Apr 21, 2009 7:51 am (#623 Total: 715)

I think you can either but not both, just like the arty.

I can't see why just being adjacent to an enemy with no ZOC would allow you to do more than if you were not adjacent to anyone.

Daniel Stueber - Apr 21, 2009 8:10 am (#624 Total: 715)

Marc, on page 6 of the rule book under "Movement and Exploitation Phases" it states a unit in a enemy ZOC MUST: withdraw, hold position, or conduct a set piece battle. After all such situations have been resolved, all activated units that were NOT in an enemy ZOC when they were activated may expend up to 6 operations points to move and conduct Meeting engagements. Basically if you start in an enemy ZOC you cannot conduct a set piece battle and then move with the same unit. A unit that does not begin its activation in an enemy ZOC can move into an enemy ZOC and conduct a Meeting Engagement. Dan Stueber

Marc Feingold - Apr 21, 2009 10:31 am (#625 Total: 715)

Darrell,

I agree with your approach. If you conduct a SP Battle, whether you began in a ZOC or not should have no bearing on whether you are eligible to expend OPs or not.

Daniel,

Remember that a unit that begins adjacent to an enemy unit that does not exert a ZOC into its hex is (assuming no other enemy units exert ZOCs against it) eligible to expend OPs (i.e., move), but it also has the option to conduct a SP Battle against the adjacent, non-ZOC-exerting enemy unit. My question is whether it can do both: conduct the SP Battle (including Pursuit), and then expend OPs. The rules do not appear to prohibit this, although I think they should.

John Heim - Apr 21, 2009 11:01 am (#626 Total: 715)

I don't think a unit can do both; if it conducts a set-piece battle it is done for that phase.

Michael Gustavsson - Apr 21, 2009 3:14 pm (#627 Total: 715)

I´m with you John, a unit expends its entire activation if it conducts a Set-Piece Battle.

Marc Feingold - Apr 22, 2009 10:50 am (#628 Total: 715)

OK, there seems to be a consensus -- with which I happily agree!

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John Heim - Nov 5, 2009 9:08 am (#644 Total: 715)

One erratum is the fix for the twelfth Israeli division; it never gets mobilized in the RAW.

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Dominique METTEIL - Mar 28, 2010 5:18 am (#646 Total: 715)

Headquarters

I remember having read somewhere (in the rules?) that headquarters had a starting morale of five whatever the troop quality of the division.

But I am not sure. Anyone knows?

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John Heim - Apr 21, 2010 1:24 pm (#647 Total: 715)

Do PLO and Lebanese units just replenish ammo and reorganize as if they had an HQ unit? Or are they unable to do so?

The PLO guerrillas have a 2-hex ZOC which adds 2 MP to opposing units moving within that range. Questions:

Does that ZOC disappear when the unit is at Broken/Cadre level?

Does that ZOC have the same terrain restrictions as normal ZOCs (i.e., does not cross Minor Rivers, does not exert up escarpments, etc.)?

------------------------------------------------------------------------------------------------------------------------John Heim - Apr 21, 2010 1:26 pm (#648 Total: 715)

Where do you guys deploy the PLO armor unit?

I usually have it with the brigade in the Bekaa Valley since it is not mentioned in any of the set-ups.

Michael Gustavsson - May 23, 2010 2:41 am (#658 Total: 715)

John, I didn't find any answer on your questions about the PLO units in the rules, or in the scenario booklet. I can't remember how I used to handle their special ZOC when they have reduced morale since my last couple of plays has been the Duel for the Golan scenario. This game don't get much of the attention it deserves nowadays:(

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Mitchell Land - May 30, 2010 9:18 am (#660 Total: 715)

Questions

Mark,

From upstream:

Do PLO and Lebanese units just replenish ammo and reorganize as if they had an HQ unit? Or are they unable to do so?

The PLO guerrillas have a 2-hex ZOC which adds 2 MP to opposing units moving within that range. Questions:

Does that ZOC disappear when the unit is at Broken/Cadre level?

Does that ZOC have the same terrain restrictions as normal ZOCs (i.e., does not cross Minor Rivers, does not exert up escarpments, etc.)?

Where do you guys deploy the PLO armor unit? I usually have it with the brigade in the Bekaa Valley since it is not mentioned in any of the set-ups

I remember having read somewhere (in the rules?) that headquarters had a starting morale of five whatever the troop quality of the division. But I am not sure. Anyone knows?

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Michael Gustavsson - May 30, 2010 10:44 am (#661 Total: 715)

I remember having read somewhere (in the rules?) that headquarters had a starting morale of five whatever the troop quality of the division. But I am not sure. Anyone knows?

Morale is at four different levels: Normal, Disorganized, Broken and Cadre. Troop Quality of a formation is expressed as a numerical value between 1 and 8, depending on training level and a die roll.

I can´t remember anything about a "starting" morale of HQs.

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Mitchell Land - May 30, 2010 1:57 pm (#662 Total: 715)

"starting" morale of HQs.

It matches their rolled value for the lower level organizations, I believe. The higher level organizations, like Northern Command, are set to a specific number, which I believe may be 5.

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Mark Herman - May 31, 2010 9:30 am (#663 Total: 715)

Q&A

It has been a long time, so this took a bit to refigure out. Not sure if it contradicts anything I have said in the past, but given how out of date the scenarios are now it is not like you can do anything wrong.

Do PLO and Lebanese units just replenish ammo and reorganize as if they had an HQ unit? Or are they unable to do so?

Unable to replenish and reorganize given the short nature of the scenarios was the original intent I believe. But as an optional rule it would be reasonable to let them do so using a higher level Arab or USSR HQ.

The PLO guerrillas have a 2-hex ZOC which adds 2 MP to opposing units moving within that range. Questions:

Actually it is not a ZOC, it is a 2 hex range, so all of these questions begin from an assumption. I would play the rule literally.

Does that ZOC disappear when the unit is at Broken/Cadre level?

No effect

Does that ZOC have the same terrain restrictions as normal ZOCs (i.e., does not cross Minor Rivers, does not exert up escarpments, etc.)?

It is a range and terrain has no impact.

Where do you guys deploy the PLO armor unit? I usually have it with the brigade in the Bekaa Valley since it is not mentioned in any of the set-ups

I know this has come up before, but set it up with any PLO unit. Your suggestion is fine.

I remember having read somewhere (in the rules?) that headquarters had a starting morale of five whatever the troop quality of the division. But I am not sure. Anyone knows?

All primary HQs have the TQ of their formation. Command HQs per 22.0 (left column, last sentence) have a TQ of 5.

------------------------------------------------------------------------------------------------------------------------John Heim - Jun 1, 2010 1:42 pm (#664 Total: 715)

Thank You. The PLO has been tougher than they should have been in my playings, I guess, as I let them re-ammo and reorg just as the Lebanese do (also no HQ).

Mark, are you saying that there is no +2 MP penalty when the PLO units are at Broken/Cadre?

Or are you saying that Broken/Cadre level has no effect on the penalty (i.e., it is always in effect while the unit is on-map)?

Mark Herman - Jun 1, 2010 2:38 pm (#665 Total: 715)

PLO...

Given what has happened in Lebanon in real life, the PLO (think Hezbollah) is quite tough.

So what I am saying is the 2 hex range and all of its effects are always unchanged no matter what happens to the parent unit, no matter what its status, as long as it is on the map.

Is that clear?

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Ken Suzuki - Jun 22, 2010 2:15 pm (#668 Total: 715)

Q1: Can SRBM only attack HQs, or it can do any types of ground units?

Q2. The number of Ammo-Resupply conducted by HQ. For example, if the HQ has enough capability points,

1. In the Replenishment and Reorganization Phase, the Northern Command uses its Ammo Rep. capability to remove the Ammo Depleted marker from a particular Battalion.

2. In the succeeding Movement Phase, the HQ removes the Ammo Depleted maker from the other Battalion.

3. And, in the Exploitation Phase, the HQ removes the Ammo marker from one another Battalion.

Is that possible?

John Heim - Jun 22, 2010 2:38 pm (#669 Total: 715)

Ken -

SRBMs can attack any target artillery can attack

(except I don't know if it can do counter-battery).

An HQ capability point resupplies one battalion during an action phase except that an HQ may use three points to resupply an artillery regiment or brigade.

I believe an HQ can spend up to its capability point allowance during the replenishment phase but may only spend one point (no matter what that point is used for, e.g., resupply, bridge-building, mine-laying, etc.) in the movement phase and then one more in the exploitation phase.

Mitchell Land - Jun 22, 2010 2:42 pm (#670 Total: 715)

NRBH

I'm fairly sure SRBM's can't be used for counter-battery.

Ammo Resupply has special rules around it.

I believe you can resupply all 3 battalions at once.

John Heim - Jun 23, 2010 7:33 am (#671 Total: 715)

I recall it being one battalion per capability point, except that you can (have to) spend three for a regiment or brigade.

Mitchell Land - Jun 23, 2010 8:25 am (#672 Total: 715)

John,

Yes, that's what I meant. You can resupply all 3 at once for the appropriate cost.

IN other words, you don't have to wait and spend them one at a time over various phases.

John Heim - Jun 23, 2010 11:52 am (#673 Total: 715)

I'm not sure, Mitchell. I think you can supply all three at once in the replenishment phase but during activation it is one capability point (= one battalion) per phase.

Perhaps this is what you meant all along, however.------------------------------------------------------------------------------------------------------------------------

Pete Maidhof - Jul 5, 2010 2:15 pm (#677 Total: 715)

I have set up and begun "Peace in Galilee".

A couple of procedural questions have popped up.

The game starts with +10 Israeli initiative. is there a counter for that to track with like the air superiority and momentum clunters?

PLO units without a superior HQ. Are they prohibited from conducting reactions?

John Heim - Jul 5, 2010 9:37 pm (#678 Total: 715)

Pete - there are three momentum (or initiative) counters, one is X1, one is x10 and one is x100 (bet you'll never use that one!). They are Israeli blue on one side and Arab brown on the other.

I would say based on a recent rules comment by the designer up-thread that the PLO units are rather restricted in what they may do, due to a lack of HQs.

Pete Maidhof - Jul 5, 2010 9:59 pm (#679 Total: 715)

I do see that PLO thread upstream now, not sure how I missed that.------------------------------------------------------------------------------------------------------------------------

Ken Suzuki - Jul 12, 2010 11:52 am (#680 Total: 715)

I played Northern Incursion yesterday.

I realize that because the power of artillery strike (through Reaction) is so decisive, it may be a good idea that instead of moving units by a stack, moving them one by one.

This trick makes me feel odd, however, by doing this, the attacker will have more chance to make defender's reacting artillery units ammo depletion.

Also, a few moving units will have more likely to survive.

For, at least, all moving units will NEVER be reduced in morale by a single roll of die.

But I don't like to play the game in this way.

Besides, I have a few clarifications. Does anyone tell me if these are correct that,

1. Attacker's artillery units that have participated in Set-Piece battle can be still eligible for Reaction fire against the defender's Reserve units, as well as be eligible for counterbattery fire in that movement phase.

2. Defender's artillery units that have participated in Set-Piece or Meeting-Engaement battle can be still eligible for Reaction fire against the attacker's moving units in the same phase.

Pete Maidhof - Jul 14, 2010 9:45 am (#681 Total: 715)

Ken,

I can see you point regarding moving individual counters to mitigate the effects of artillery and other strikes.

Having had NATO Division Commander out just before FP:G, I was inclined toward that as well but quickly found in my only a very few turns of Peace for Galilee that I needed at least two Israeli TF stacked in order to make any sort of headway north.

I cannot answer your artillery questions off the top of my head, but hope to look at it later today.

Michael Gustavsson - Jul 14, 2010 12:30 pm (#682 Total: 715)

I agree with Pete, the Israeli player can't afford moving units independently.

He must maximize his combat strength to keep the losses down due to the tight victory conditions.

Pete Maidhof - Jul 14, 2010 4:18 pm (#683 Total: 715)

Ken,

Here is my take…in 12.2 it looks like an initiative artillery unit may participate in a Set Piece Battle at the expense of all of their operation points, and a given artillery unit cannot provide support to more than one Set Piece Battle per phase.

I did not see anything preventing an artillery unit from firing reaction fire such as a strike on a moving unit or counter-battery other than the risk of its own detection and thus counter counter-battery or the risk of ammunition depletion.

That is the way I will play it until I hear otherwise and I think that would apply to both situations of your items 1 and 2.

John Heim - Jul 15, 2010 7:34 am (#684 Total: 715)

I think Pete is right about artillery reaction and counterbattery fire. The risk of depletion should be enough to make the owner ponder each use.

Ken Suzuki - Jul 15, 2010 4:11 pm (#685 Total: 715)

Thanks to all of you for your replies.

I think Pete is right about artillery reaction and counterbattery fire

Maybe you should be right.

I thought that Syrian artillery fire was too powerful that I had misunderstood the rules of reaction. Perhaps, I thought too much.

I agree with Pete, the Israeli player can't afford moving units independently

Regarding the independent movement of units, rather than stack movement, in my view, that could be true when the Israeli player conducts meeting engagement battle.

However, for example, when the Israeli player conducted a sort of preparatory movement (i.e., the Israeli's movement within the rage of Syrian artillery. However, the moving units had not have enough MP allowance to adjacent Syrian ground units. The Israeli units had to stop a few hexes away from them.), the Israeli player always tempted to move units one by one, although I felt it was odd.

John Heim - Jul 16, 2010 7:39 am (#686 Total: 715)

One thing to consider, especially in Lebanon, is that stacking is restricted in some terrain anyway, and it is generally better to have a TF moving with an artillery support unit than moving two TFs.

Also, if you move to contact through hill terrain (not using road movement) you are generally not spotted and thus cannot be targetted by reaction strikes.

And, if you deploy properly, you should have some artillery of your own to fire counter-battery on any reacting artillery. That threat plus the threat of ammo depletion should make the defender wary of firing at every opportunity.------------------------------------------------------------------------------------------------------------------------

Jeff Ital - Aug 9, 2010 11:34 pm (#695 Total: 715)

Artillery

Hi,

I've got this on my table, and I'm bound and determined to learn how to play it.

In regards to artillery, am I missing something, or can artillery react and wail away on every unit/stack that's unfortunate enough to wander into its range (barring ammo depletion, of course). It just makes them feel über powerful. Tonight, I had an Israeli artillery battalion drop every maneuver unit in the Syrian 9th AD to 'disorganized'.

It sure *feels* like I'm missing something.

John Heim - Aug 10, 2010 8:25 am (#697 Total: 715)

"Beaufort Castle [...] is town terrain."

That's the way I play it.

And, regarding artillery, you CAN do what you did to those Syrians, OR you could ammo deplete on the first shot. And also, your artillery is supject to counterbattery fire, so it is wise to advance under your own artillery umbrella if at all possible.

John Heim - Aug 10, 2010 8:27 am (#698 Total: 715)

Regarding artillery, I toyed with a rules change which seemed to work very well but may give artillery too strong a kick and I would be interested in hearing if anyone also tries this:

Artillery get up to six fires in a phase, and up to three in an exploitation phase. My reasoning is that, while other units are MOVING 6 or 3 OPs, the artillery is spending that time FIRING 6 or 3 times.

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Jeff Ital - Aug 9, 2010 11:51 pm (#696 Total: 715)

Beaufort Castle

Some time back, Mr. Herman said:

Beaufort... Not a town...

But then I see this clarification, first item:

http://www.thewargamer.com/grognard/flashpointgolan.gif

John Heim - Aug 10, 2010 8:25 am (#697 Total: 715)

"Beaufort Castle [...] is town terrain."

That's the way I play it.

And, regarding artillery, you CAN do what you did to those Syrians, OR you could ammo deplete on the first shot. And also, your artillery is supject to counterbattery fire, so it is wise to advance under your own artillery umbrella if at all possible.

Jeff Ital - Aug 10, 2010 9:44 am (#699 Total: 715)

you CAN do what you did to those Syrians, OR you could ammo deplete on the first shot

However, if I would have ammo depleted on the first shot, I could spend a buck from my HQ and replenish the arty unit's ammo, right?

Further, the rules state that an HQ can only use one of its abilities per phase.... does that mean it can only spend one point, or can use one 'type' of ability as many times as it has points to spend?John Heim - Aug 10, 2010 10:22 am (#700 Total: 715)

You get to use one HQ capability point per phase, so you can re-ammo a battalion of arty, or call in an air strike, or use engineers, etc. But only one thing total.

------------------------------------------------------------------------------------------------------------------------Jeff Ital - Aug 16, 2010 12:50 am (#701 Total: 715)

Set-piece battles

Can multiple initiative units in different hexes attack a single reactive unit in a set-piece battle?

What if there are multiple reactive units lined up against multiple initiative units? If I want to initiate a set-piece, does each individual initiative stack have to attack multiple hexes of reactive units, or does it become one giant battle, all the guys lined up on this side combat values v. all the guys lined up on the other side?

Are breakthru markers removed at the end of each phase?

What about Struck markers? Do they go on a unit *only* if it's forced to stop moving due to a strike, or do they go on to also remind that the unit can't be struck again during the current phase? Do they come off at the end of the phase? The only time the rules mention to remove these is in the end cylce, and it doesn't make much sense, since once the movement phase is over, the unit is free to go again in the exploitation phase.

Can units trace supply/command from either their directly superior HQ or the Command HQ that's its parent?

Jeff Ital - Aug 16, 2010 1:22 am (#702 Total: 715)

OK, I see the answer to my breakthru question... so, since all breakthrough markers don't get removed until the end cycle (or if occupied by an enemy non-HQ/MRL), I assume that any unit on the friendly side can use any breakthru marker to activate during the exploitation movement phase, regardless of when it was placed and who placed it?

Further, if I place a breakthru marker DURING the exploitation movement phase, can units that are within 5 hexes of that new breakthru marker activate, even if they weren't within 5 of a BT marker at the beginning of the exploitation movement phase?

Sorry for all the questions... the rulebook is a bit rough, IMHO, but it seems like a great system.

In this playthrough of Armageddon, the Israeli arty has been lackluster, and the Syrians are puttin' a hurtin' on the Herzl and Sabra. Natani hasn't gotten into the mix yet, though.

John Heim - Aug 16, 2010 7:52 am (#703 Total: 715)

OK, I see the answer to my breakthru question... so, since all breakthrough markers don't get removed until the end cycle (or if occupied by an enemy non-HQ/MRL), I assume that any unit on the friendly side can use any breakthru marker to activate during the exploitation movement phase, regardless of when it was placed and who placed it?

YES

Further, if I place a breakthru marker DURING the exploitation movement phase, can units that are within 5 hexes of that new breakthru marker activate, even if they weren't within 5 of a BT marker at the beginning of the exploitation movement phase?

I THINK YES BUT NOT SURE.

Sorry for all the questions... the rulebook is a bit rough, IMHO, but it seems like a great system.

RULEBOOK IS OPAQUE IN SOME AREAS, YES.

In this playthrough of Armageddon, the Israeli arty has been lackluster, and the Syrians are puttin' a hurtin' on the Herzl and Sabra. Natani hasn't gotten into the mix yet, though.

KEEP FIGHTIN'! ISRAEL LOSES IN THIS GAME SYSTEM ONLY RARELY IN A MILTARY SENSE. IN A POLITICAL SENSE, THEY LOSE ALL THE TIME.

John Heim - Aug 16, 2010 7:57 am (#704 Total: 715)

NOW, TO LOOK AT YOUR FIRST SET OF QUESTIONS:

Set-piece battles

Can multiple initiative units in different hexes attack a single reactive unit in a set-piece battle?

I ALWAYS THOUGHT IT WAS ONE STACK AT A TIME, WITH SUPPORTING UNITS. THERE ARE BENEFITS/MODIFIERS FOR HAVING UNITS IN FLANK AND REAR EVEN IF THOSE UNITS DON'T ACTUALLY PARTICIPATE IN THE BATTLE RESOLUTION.

What if there are multiple reactive units lined up against multiple initiative units? If I want to initiate a set-piece, does each individual initiative stack have to attack multiple hexes of reactive units, or does it become one giant battle, all the guys lined up on this side combat values v. all the guys lined up on the other side?

AGAIN, I BELIEVE ALL UNITS MUST ATTACK, WITHDRAW, OR HOLD ON A STACK BY STACK BASIS HOWEVER THEIR ARE MODIFIERS FOR FRIENDLY UNITS IN FLANK AND REAR OF YOUR TARGETS.

Are breakthru markers removed at the end of each phase?

END OF TURN.

What about Struck markers? Do they go on a unit *only* if it's forced to stop moving due to a strike, or do they go on to also remind that the unit can't be struck again during the current phase? Do they come off at the end of the phase? THEY GO ON UNITS STOPPED BY A STRIKE TO MARK THE INABILITY TO USE ROADS IN THAT HEX. I DO BELIEVE YOU CAN STRIKE A UNIT MORE THAN ONCE IN A PHASE, IF YOU HAVE THE ASSETS. The only time the rules mention to remove these is in the end cycle, and it doesn't make much sense, since once the movement phase is over, the unit is free to go again in the exploitation phase.AGAIN, THE ROAD IS INTERDICTED BY A SUCCESSFUL STRIKE AND THAT STAYS IN PLACE UNTIL THE END OF THE TURN.

Can units trace supply/command from either their directly superior HQ or the Command HQ that's its parent?

NOT CLEAR ON THIS, BUT I PLAY THAT THEY ARE IN SUPPLY/COMMAND ONLY TO THEIR DIRECT PARENT HQ.

Darrell Pavitt - Aug 30, 2010 9:21 am (#705 Total: 715)

The way i read it, each set piece battle is against one defending hex, which can be attacked by more than one active stack at a time.

The exception is when a single active stack has to attack one or more defending stacks, as there are no other active units to "soak off" some of the defenders.

The attackers still get the flank/rear modifiers from all friendly stacks, active or not- they only need to exert a zoc on the enemy.

Supply: the rules state "a unit is in supply if it is in command of it's primary formation's HQ or its command HQ and that HQ has an LOC."

Breakthroughs: units are eligible to move as long as they are not in a zoc at the start of the exploitation phase and are currently in range of a breakthrough marker (and in supply). The marker could be placed by a set piece battle, meeting engagement or meeting engagement during exploitation. Each stack moves separately, and you check immediately.

Note that the markers lose their anti-zoc effects and reaction proof status once the placing unit ends it's move, but the markers stay to activate exploiting units in range unlessthe enemy somehow enters that hex.

Yes, you can strike the same unit more than once. each strike must be an action or reaction against that target. Check the example on page 20 (top right, 3rd para: the enemy

arty unit fires separately at two separate moving stacks. The initiative player can counterbattery that arty once for each attack).

Michael Gustavsson - Aug 30, 2010 1:35 pm (#706 Total: 715)

About Set-Piece Battles, check rule 10.1 under Participation in Set-Piece Battles.

An activated unit can attack enemy units in more than one hex in a single battle. Two or more stacks of activated units can attack the same enemy unit in a hex.

John Heim - Aug 30, 2010 2:33 pm (#707 Total: 715)

Yeah, that makes sense.

Most of my combats are mobile, and so I was thinking in terms of one moving stack. A formation can, of course, be activated while adjacent to a common enemy unit and thus the set-piece attack can come from multiple hexes,

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Comprehensive Sequence of Play - HQ Cabaility Use

In the CSoP (Scenario Booklet Page 28 - Item III) it outlines "After the Arab (initiative player - my comment) has concluded all operations for the Exploitation Movement Phase, the Israeli player can have his HQ's employ one capability apiece."

I have not found a reference to these actions in the 4.0 Outline of Play in the Rules of Play booklet. Have you all play it this way?

I have Peace in Galilee set up in vassal and started yesterday afternoon, and this has just come up.

In the CSoP booklet, it indicates that these HQ action may be detected, initiating a number of additional reactions and counter-reactions.

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Pete Maidhof - May 22, 2011 2:20 pm (#710 Total: 715)

Artillery unit attacked by ground units

Are there any negative effects to an artillery unit defending against either a meeting engagement or set piece battle?Pete Maidhof - May 23, 2011 9:23 am (#711 Total: 715)

Are there any negative effects to an artillery unit defending against either a meeting engagement or set piece battle?

Found answer within 12.4.

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Pete Maidhof - May 23, 2011 4:04 pm (#712 Total: 715)

One more question. Can air or other indirect fire supporting arm cause the final hit that would eliminate a cadre'd unit?

Pete Maidhof - May 25, 2011 4:51 pm (#713 Total: 715)

One more question. Can air or other indirect fire supporting arm cause the final hit that would eliminate a cadre'd unit?

Can't find anything preventinng it, so whoa be the Syarian 1st Armored Division in my current game.------------------------------------------------------------------------------------------------------------------------

Dominique METTEIL - Aug 1, 2011 5:18 am (#714 Total: 715)

Exploitation Movement Phase, the Israeli player can have his HQ's employ one capability apiece."

I play it that way and I find it very challenging: you have to take risks to use your HQ capacities ! Risk of being detected and attacked. After a few turns, you have many reduced or eliminated HQs triggering a lack of resources to back up your attacks.

John Heim - Sep 29, 2011 7:58 am (#715 Total: 715)

I don't think you can eliminate the last step of a unit by anything other than ground attack. I think that's the way I played it. Not sure why.------------------------------------------------------------------------------------------------------------------------