George

Activity

  • Also the attacking unit must be over 6″ away or not have a rule that prevents reactionary fire, & must be in arc (if the weapon /team has the fixed rule)…

  • Up and at ’em It you dont have AT grenades.. its a mute point because you arent going to destroy the tank… if you do have AT grenades its a mute point as you dont take the tank fear test anyway…

    Blood Curdling Charge; as said in the FAQ, its treated like being within 6″ of the target… so units in ambush still get to fire.

  • the Mogami refit brings another 4 aircraft for scouting, and as the turrets bearly do anything for me the aircraft are a better propersition :p

    re the Kumano – going off memory (& BattleScribe) as books at homeone of them gets its radar & +1 AA a year earlier than the other… its basically the Radar trait that the list is after.

  • Just to append Enioch’s point:

    If playing pickup games /non historical scenarios then you just take the names as sub-classes as there is no restrictions to only 1 of a name.

    So for example the Mogami class heavy cruiser class had 4 ships, but you are not limited to only having 4 in your fleet.  Only one of them had a massive refit that removed…[Read more]

  • About poor rolls, thats why we say if you are going carriers you must go all in on the scouting table (or deploy everything and hope to get the needed flights off in game).

    Now the list above I’ve used once against an opponent (and a few times against my other fleet to see how it works) and 7 SP is very very bad rolling

  • Nat replied to the topic Regimental Artillery in the forum Black Powder 2 years, 10 months ago

    re move & fire, depends if you are using the optional rules of 2+ moves means unable to fire.  If your not then yeah so long as you give the order of move to X and fire then I cant recall a reason why not.

    Yes the Batteries are independant units, they dont require limbering but thats the only exception that i can think of.

  • Example list that I used last game: – Year 1943 (-THIS IS IMPORTANT! personally this is the most balanced,,, pre 42 Allies struggle post 43 then the axis will due to refits and flights available)

    Akagi, 8 A6M5 Zero Fighters, 9 x Jill Torpedo Bombers – 250
    Shokaku, 1942 refit, 9 A6M5 zeros Fs, 9 x Jill TBs – 280
    6 x Betty TBs (land based) -…[Read more]

  • Ok Radar Trait (sorry dont have the page number), they add +1 to the scouting roll (so instead of needing a 5+ for the SP its a 4+) it also allows you to re-roll failed rolls… Advanced Radar add +2 instead.

    Not all DDs have Radar Trait, some add it as a refit so you need to look hard – for example with the Japanese only the Yugumo starts with…[Read more]

  • Lovely sight.  Superbly setted,

  • Carriers go with scouting points…. however important notes are:
    flights types & roles are decided when you write the list – in the FAQ
    all carriers start with 2 flights on the table no matter what (CAP) – in the rulebook

    You shouldnt have more than an escort carrier (5-8 flights) if you dont have a way of getting AT LEAST 7 scouting points……[Read more]

  • Yes, see the moving artillery by horse section of the rules. Personally I don’t allow units to fire if they have moved more than once, a rule introduced in the Last Argument of Kings and Clash of Eagles supplements.

     

    Garry

  • Regarding the rockets, as they are foot artillery, I would say that they have the same stamina. They are not as mobile as horse artillery, which is the trade off for the low stamina level given to horse artillery. That is something that is often overlooked by those who criticise the mobility given to horse artillery in the game. Once the unit…[Read more]

  • As Garry has said, you can change formation. I discussed this with Rick personally and he explained that expanding and contracting the frontage does not count as sideways movement.

    So, you can change formation while within proximity. Don’t forget that there will be a -1 to the command roll for being that close to an enemy unit if you are not u…[Read more]

  • No, there is nothing in the rules that prevent you changing formation within proximity distance. The main point of the rule is to stop units being shuffled sideways in the presence of the enemy. In formation changes the unit stays in place and moves neither forward nor backwards, so it is very similar to turning to face. On p.33 of BP2 under…[Read more]

  • short answer  – Nope

    Long Answer –  Snap to basically gives you the chance of 2+ orders in succession without the chance of your opponent getting ‘a pull’ in between and therefore messing up your plans.  The rules actually tell you to take the order check for the officer to make sure he gets it then (paraphrase) allocate out the other order bu…[Read more]

  • Well outside of a siege prepapatory bombardments wouldnt really be more than a free round of shooting from the artillery (if in range)…. if your using the skipping shells rules from Clash of Eagles (& I think Albion 2) then I could see a use for it.

    FIBUA, this is always hard to get right with abstract rules…by that I mean the risk /reward…[Read more]

  • As Nat has said, the supplements were all written with V1 of the rules in mind.

    There are a couple of things to consider and the main one is that the rules in the supplements are just suggested alternatives or additions. It is up to you whether you use them or not or even to tweak them. They are not actual rules replacements, just…[Read more]

  • Nat replied to the topic Rules Question Thread in the forum Black Powder 2 years, 10 months ago

    Albion 1 +2 (+ clash of Eagles) are V1 rulebooks….and written in a gentelmans framework not a tight ruleset like modern games.

    However a Break through move is used to describe what a sweeping advance is… (In an ideal world / tight ruleset the rule would say must make a Sweeping Advance and move maxamuim distance even it it takes them off the…[Read more]

  • thats going to cause problems….. same aircraft with 2 different offical stat cards from different current sources 🙁

    Sorry but the BoM zero should have got the the same as with the card pack and the ‘no stalling’ a ‘named’ equipment upgrade.

  • Nat replied to the topic Attacking bunkers in the forum Bolt Action 2 years, 10 months ago

    HE v Buildings… yep they ignore the -2 cover for being in a building (because they are hitting the building)… so following on yep 2″ v bunker = pins only

    Yep the rules dont say anything (that I can see on a quick flick through) about not applying PINs or limiting them

    Assaulting any building has to be done through entrances … so windows,…[Read more]

  • Load More