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Almilcar

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Registriert: November 2011
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Combat Cards & Overlord
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Mon, 24 December 2012 10:23
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Hello,
Scenario: High Stakes at Bruyères http://www.daysofwonder.com/memoir44/en/editor/view/?id=1093 7
Special Rules
| High Stakes at Bruyères | Urban Warfare Combat card rules are in effect (Actions 25 - Combat Cards). Each Field General receives 2 Combat cards at the start of the battle.
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However, the Summary Card Actions 25 says "1 card to each Field General":

- Which one is correct?
And one question that came up yesterday during our game:
- Can a FG who has got no card this turn play a Combat Card, regardless the result of the Initiative Roll?
Thanks
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Achtung Panzer

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stevens

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sam1812

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Re:Combat Cards & Overlord
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Mon, 24 December 2012 14:51

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| stevens wrote on Mon, 24 December 2012 08:16 | Good catch! It is hard to say whether Richard made an exception even in his own rules here. I guess you are going to have to wait on an answer from Richard or Antoine. In the interim, I would just play it as written and give each Field General 2 cards to start.

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I can confirm Achtung Panzer's comment. 2 Combat cards is correct for Bruyeres (as always, scenario-specific rules prevail over what's printed on the summary card), and at WBC this summer, Richard said that his group has been using 2 per FG lately.
However, since no official change to the rules has been published, it should be treated as a house rule.
And, to stevens's comment, a Combat card can be played on any ordered unit, whether it's ordered by an FG card, TFH, or an initiative roll. I'd further posit that some offensive cards Reinforcements, Air Bombardment, and Armor Factory) don't even require the FG to have a card.
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Almilcar

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JFKoski

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Re:Combat Cards & Overlord
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Mon, 24 December 2012 20:22

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I think if you can play the combat card along with Dig-In, then an FG could play it without any ordered units.
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sam1812

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Re:Combat Cards & Overlord
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Tue, 25 December 2012 00:53
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The Reinforcements card says, "Play this card before ordering any units." If I were the GM, I'd rule that it could be played without receiving a Command card.
But the unit wouldn't be able to battle without a Command card or initiative roll.
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