Qwirz
Member
Hi all!
Playing "Bloody Valley" and "Phoney War", the first two scenarios of WWII in chronological order(from HoB), I was faced with Fortifications. Lots of them. So I'm going deeper into them and consequently into the TEC and rules of every module I own (all but RoH) and many questions arised.
I'll try to give them an order being hopefully not too much annoying.
1 - Let's start with Wire and Bunker/Foxholes that on the TEC type column are classified as "OPEN". Does this mean that, for Spotting/LOS purposes, we have to ignore the DEGRADING/BLOCKING terrain eventually present in their hex? If not, would it not be better define them "Per Terrain in Hex and Rules" as made for Hills?
2 - Similar question for HoB Dead Cows: module rules state they "are considered OPEN for spotting and LOS purposes". But also if for ex. in Light Wood or
Wheat Field?
3 - And: HoB Bomb Craters "are considered DEGRADING terrain for spotting and LOS purposes". Actually this could mean bombing devoided the hex of any other terrain.......but next line states that BC MP cost is added to the one of the terrain in the hex. So, is movement cost the only hex characteristic which survives?
4 - What about Fortifications on Road? Is it still allowed to "ignore the cost of other terrain if moving along a road" if its hex contains for ex. Bomb Craters, Foxholes, Bunkers etc. Surely we can't ignore Wire on the road but it is the only fortification that has it's own movement cost.
5 - Is it possible to set up EVERY TYPE of Fortification in the following hexes: Cemetery, Road, Marsh, Ford, Bridge, Vehicle/Wreck, Rice Paddy, Soccer Field, Soccer Field Stands, Rough or Railroad Track??? Probably there are no scenarios in which this possibility will ever occur but I have not played all of them...YET! ;-)
6 - May Trenches, Roadblocks and Tank Emplacements co-exist with other Fortifications?
7 - May Trenches and Tank Emplacements be set up in any hex?
8 - DJ: Russian Wheat Fields "do not hinder LOS but MMCs, SMCs and WT in a WF must be spotted as if they were in degrading terrain". I can't understand the rationale behind this rule. Brush/Flowers degrade LOS, why russian WF not, being also degrading for spotting purposes? Or it should be read "Russian WF do not BLOCK LOS (as the standard WF does!!!) but treat them as degrading hex?
And now some suggestions to make, IMHO, the TEC more...consistent(hope it's the right term!)
(Point 1 above and...)
9 - I would change all "GROUND LEVEL" definitions in "LEVEL 0". (10.11 NBO use the term Level 0 too)
10 - I would change the Hill level definition "Per height of terrain" in "Level One, Two or Three plus height of other terrain in hex".
Now a Clear-Level 2-Hill hex results in a Ground Level hex!!! Changing, it becomes a Level 2 hex. A Level 2 Hill-Forest-Hex is a Level 4 hex.....and so on!
(Buildings are defined Level One or Two and in FH and HotG Hills are defined Level One....)
Thanks for taking the time to read this
LnL is a great game!!!
Cheers all
Ruben
Playing "Bloody Valley" and "Phoney War", the first two scenarios of WWII in chronological order(from HoB), I was faced with Fortifications. Lots of them. So I'm going deeper into them and consequently into the TEC and rules of every module I own (all but RoH) and many questions arised.
I'll try to give them an order being hopefully not too much annoying.
1 - Let's start with Wire and Bunker/Foxholes that on the TEC type column are classified as "OPEN". Does this mean that, for Spotting/LOS purposes, we have to ignore the DEGRADING/BLOCKING terrain eventually present in their hex? If not, would it not be better define them "Per Terrain in Hex and Rules" as made for Hills?
2 - Similar question for HoB Dead Cows: module rules state they "are considered OPEN for spotting and LOS purposes". But also if for ex. in Light Wood or
Wheat Field?
3 - And: HoB Bomb Craters "are considered DEGRADING terrain for spotting and LOS purposes". Actually this could mean bombing devoided the hex of any other terrain.......but next line states that BC MP cost is added to the one of the terrain in the hex. So, is movement cost the only hex characteristic which survives?
4 - What about Fortifications on Road? Is it still allowed to "ignore the cost of other terrain if moving along a road" if its hex contains for ex. Bomb Craters, Foxholes, Bunkers etc. Surely we can't ignore Wire on the road but it is the only fortification that has it's own movement cost.
5 - Is it possible to set up EVERY TYPE of Fortification in the following hexes: Cemetery, Road, Marsh, Ford, Bridge, Vehicle/Wreck, Rice Paddy, Soccer Field, Soccer Field Stands, Rough or Railroad Track??? Probably there are no scenarios in which this possibility will ever occur but I have not played all of them...YET! ;-)
6 - May Trenches, Roadblocks and Tank Emplacements co-exist with other Fortifications?
7 - May Trenches and Tank Emplacements be set up in any hex?
8 - DJ: Russian Wheat Fields "do not hinder LOS but MMCs, SMCs and WT in a WF must be spotted as if they were in degrading terrain". I can't understand the rationale behind this rule. Brush/Flowers degrade LOS, why russian WF not, being also degrading for spotting purposes? Or it should be read "Russian WF do not BLOCK LOS (as the standard WF does!!!) but treat them as degrading hex?
And now some suggestions to make, IMHO, the TEC more...consistent(hope it's the right term!)
(Point 1 above and...)
9 - I would change all "GROUND LEVEL" definitions in "LEVEL 0". (10.11 NBO use the term Level 0 too)
10 - I would change the Hill level definition "Per height of terrain" in "Level One, Two or Three plus height of other terrain in hex".
Now a Clear-Level 2-Hill hex results in a Ground Level hex!!! Changing, it becomes a Level 2 hex. A Level 2 Hill-Forest-Hex is a Level 4 hex.....and so on!
(Buildings are defined Level One or Two and in FH and HotG Hills are defined Level One....)
Thanks for taking the time to read this
LnL is a great game!!!
Cheers all
Ruben
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