Hi Dave, Jeff and all at LnL!
Just gone through section 1.0-13.0 and found something I hope might be of some help:
1.3 Stacking. It could be useful a reference to CAVES along with Bunkers and Multistories buildings, as we can find elsewhere in the book.
When those are mentioned they are mentioned clearly as "hexes within hexes" and thus have their own stacking limit (some not as broad, e.g., allowing vehicles). Not needed here.
Pag 18, 6.0 just for consistence the parentesyzed exception in the Example refers just to (exception: Ordnance) but could it be better to specify all the exceptions (WT, Vehicles) or "see 5.2".
States (exception: Ordnance 14.0, can fire at separate targets). This in an example about activations of all units in a hex. 14.0 does the specifying.
7.0 says that laying smoke capability is "delineated in this section". But there is not.
Was changed in modern but not here. The curse of doing two things at once. Changed now.
8.4 Ambush. There are not explained the requisites to Ambush (out of LOS at the beginning of the impulse). As this is really more of a mod-specific and/or skill trait, it is usually expounded on there, but the first sentence makes that clear already:
Some nationalities, units, or circumstances allow the initial round of Melee to be resolved as an Ambush. I can add though.
10.2 states that the upper floor is at Level-1. In a recent thread on BGG we assumed it as Level-2. Is this a change or an oversight
The Blue text in the rules makes it clear it's a change from previous rules. The recent BGG debate called in to question the clarity of section 10 as a whole as even experienced players had differing interpretations; the LnLT inner circle met in a smoke-filled room and ironed it all out for v4.1. It's clearer and simpler to have the 2nd floor be Level-1.
10.2 "Units can move from the bottom floor (Lev el-0) to the upper level (Level-1) of their hex by paying two MPs". Should it be added "and viceversa"?
No, once you move to the 2nd floor you have to stay there forever.
11.2 Heroes. "Units in the same hex (and on the same level in a Building)....". Should it be added bunker/cave exception too?
No, because it's not an exception; a Bunker or Cave is it's own hex (within a hex and has a counter), thus it's ipso facto. The Building reference is a clarification/reminder.
11.5 Armor Leaders. The sentence "If an Armor Leader is forced to abandon his vehicle, he is removed from the Map" is repeated twice: once at bottom of page 33, the other at the end of third paragraph pag. 34. To repeat things is better but if you want save some space......
I added it a third time, just so it's clear.
11.6 "Units moving with a Scout (i.e., stacked with and during the same impulse) pay only MP per Heavy/Light Jungle.....". It misses the "1".
Added.
Some of this depend on what you would include in the Core Rules and what will be in Module Rules (for ex. There are no reference to Sticky Bombs/Petard or Hit and Run).
Mod-specific for now
Clarification Needed: there are some vague reference to Two SMCs crewing SWs. How this is ruled? (It needs they are in the same hex or this has to be stated in Rally Phase along the Swapping/Assembling/Dropping of weapons?)
It's vague because I don't anyone has ever done this. But for your edification I added, in 1.6: Two eligible SMCs crewing/firing a SW fire it without penalty (at full FP, no OFT DRM); both SMCs have to be in Good Order.
Observation: rule 10.3.2 LOS along hexsides, is a dangerous one. It could work well for Forest/Heavy Jungle hexes but is totally unrealistic for Buildings.
In the exemple, LOS traced along the hexside between two building hexes is blocked, even if it does not touch any building depiction. But what if LOS runs between the same two buildings NOT along the hexside?(for example from the brush hex NW of the germans to the same target hex).
This new rule assumes buidlings as inherent terrain but just for this specific situation. And this can bring to misinterpretations.
IMHO the only blocking terrains this rule works with is Forest/Heavy Jungle (or Kunai Grass and Wheat Fields, but their depictions are often already "inherent")
Not speaking that House-to-House fightings exploit the shooting through gaps and alleys at its best.
I selected this example exactly for this reason. This was a forum topic years ago. The rules are clear. For these hexside LOS situations, terrain is whole-hex. Allowing fire (and even movement, as many have previously wanted) between the Buildings in the example is what is "dangerous" and the slippery slope to ASL-complexity. Both are Blocking terrain. Rules are clear. If hexside is bordered by two Blocking, it's Blocking. Period. No exceptions. Thus no misinterpretations.
Observation 2: excellent improvement about Plateau Effect (number of shadow hexes depending on the distance to the feature). This is how I've always thought it should work in every game.
Humble Suggestion: Since Heroes (regardless of Type/Nationality/Color) allow unit in the same hex to Rally, why not allow to Leader of the Same Nationality but different Type/Color to rally troops with a penalty?. I think of shaken men of the 82nd without Leaders for rallying but helped by other US leaders.
Or SS leaders encouraging Wermacht soldiers (perhaps pointing a gun......). Just Rally, no else.
It's rare that such situations exist, and when they do they're allowed under SSR. Or not. It depends. As always, if you don't like a rule, play it your own way.
Humble Suggestion 2: Why not lower the MF of a Wounded Leader/SMC in place of Morale?
How do you know he got hit in the leg?
Have to say that the re-organization of the Rulebook is excellent!
Like Wodehouse's Jeeves, I endeavor to provide satisfaction.
Thanks for the invaluable effort and time spent in improving our Games!!!!
This keeps our hobby alive.
Ruben