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stevens

Posts: 2725
Registered: February 2007
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Breakthrough Deck and Air Rules
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Mon, 01 November 2010 12:35
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According to the recently published Winter Wars Rules:
http://cdn1.daysofwonder.com/memoir44/en/img/mm_ww_rules_en. pdf
Many of the section cards now have 'On the Move' orders which allow you to move several units on the board. These units may-
| Quote: | move as normal, but may not battle this turn.
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1. This will probably sound like a simple question, but here goes. If you have an AIR unit on the board, may it be issued one of these 'On the Move' orders?
If it may, then I would presume movement of the AIR unit would actually happen in the movement phase. It would then be possible to use the AIR unit as a blocking or occupying unit to inhibit both the movement of enemy forces and the taking of objectives for your opponent at the beginning of his next turn. So even though the AIR unit gets no battle action, it still performs vital roles in impeding the enemy. (I am looking forward to this type of play).
2. It was recommended, before the publishing of the Breakthrough Card Deck, that in playing Breakthrough scenarios, it would enliven the play to use 2 decks of regular command cards. This being said, if I used 2 command card decks, it is possible that I might have 4 AIR SORTIE cards in play during the game if Air Rules were used. Is there a specific number of AIR SORTIE cards that should be used when playing Breakthrough scenarios with the Breakthrough Card Deck?
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rasmussen81

Posts: 6071
Registered: July 2007
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Re:Breakthrough Deck and Air Rules
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Mon, 01 November 2010 14:54

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| stevens wrote on Mon, 01 November 2010 04:35 | 1. This will probably sound like a simple question, but here goes. If you have an AIR unit on the board, may it be issued one of these 'On the Move' orders?
If it may, then I would presume movement of the AIR unit would actually happen in the movement phase. It would then be possible to use the AIR unit as a blocking or occupying unit to inhibit both the movement of enemy forces and the taking of objectives for your opponent at the beginning of his next turn. So even though the AIR unit gets no battle action, it still performs vital roles in impeding the enemy. (I am looking forward to this type of play).
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Yes, it makes sense that Airplanes would be able to move with the "On the Move" orders and they would definitely be able to move around and block retreat paths! I'm also looking forward to the excitement of more movement with these cards. It sure will make things interesting.
| Quote: | 2. It was recommended, before the publishing of the Breakthrough Card Deck, that in playing Breakthrough scenarios, it would enliven the play to use 2 decks of regular command cards. This being said, if I used 2 command card decks, it is possible that I might have 4 AIR SORTIE cards in play during the game if Air Rules were used. Is there a specific number of AIR SORTIE cards that should be used when playing Breakthrough scenarios with the Breakthrough Card Deck?
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That would depend on how many you want in the game! You can always just put more in, if you like planes in the battle.
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tank commander

Posts: 1788
Registered: October 2004
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Re:Breakthrough Deck and Air Rules
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Wed, 03 November 2010 00:10

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I do know that a deck has 2 AS cards, an OL deck has 4. So, if playing the RAW and going by that standard, I would just use 4 AS cards for a double deck Breakthrough game.
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stevens

Posts: 2725
Registered: February 2007
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Re:Breakthrough Deck and Air Rules
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Wed, 03 November 2010 02:52

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Using 2 Command Card Decks (60 cards each) has been suggested in the past. However, the new BREAKTHROUGH DECK has only 80 cards not 120.
I am thinking that 2 AIR SORTIES is enough.
Just looking for a suggested play from DOW.
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RBorg

Posts: 226
Registered: December 2003
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Re:Breakthrough Deck and Air Rules
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Wed, 03 November 2010 04:25

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Winter Weather rules in most cases prevent Air units on the board.
Richard Borg
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eric

Posts: 3004
Registered: October 2002
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Re:Breakthrough Deck and Air Rules
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Wed, 03 November 2010 05:23

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| stevens wrote on Tue, 02 November 2010 18:52 | Using 2 Command Card Decks (60 cards each) has been suggested in the past. However, the new BREAKTHROUGH DECK has only 80 cards not 120.
I am thinking that 2 AIR SORTIES is enough.
Just looking for a suggested play from DOW.
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Yes, 2 Air Sorties is what we play with (when Air Rules are in effect, of course).
eric
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stevens

Posts: 2725
Registered: February 2007
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