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Erik Uitdebroeck

Posts: 734
Registered: December 2006
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Frozen Ground
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Tue, 28 December 2010 22:08
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Hi all,
A little problem with the "Frozen Ground" card.
This card allows you "to move 1 hex more than their normal movement this turn".
The WW-rule book says, concerning Winter Weather, p. 4 :
"Armor and vehicle movement is reduced to 2 hexes, unless the entire movement is on a road in wich case it may move 1 additional hex for a maximum of 3.
Now there I'm confused, because playing a "Frozen Ground" would make it a 4hex move, but the maximum is 3.
HELP ! MEDIC !
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eric

Posts: 3004
Registered: October 2002
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Re:Frozen Ground
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Tue, 28 December 2010 22:38

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In Winter Weather, the "normal" movement of armor and vehicles is reduced to 2 hexes. If you happen to make the move on a road or use a Frozen ground card that increases you normal movement by 1 hex, then you would move 3 hexes indeed.
eric
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Erik Uitdebroeck

Posts: 734
Registered: December 2006
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stevens

Posts: 2725
Registered: February 2007
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Re:Frozen Ground
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Tue, 28 December 2010 22:58

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Then you move 4 hexes.
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Erik Uitdebroeck

Posts: 734
Registered: December 2006
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Re:Frozen Ground
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Tue, 28 December 2010 23:03

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Ok. Thanks.
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tank commander

Posts: 1788
Registered: October 2004
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Re:Frozen Ground
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Wed, 06 April 2011 22:42

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Ok, the card states "Up to 3 ordered units may move 1 hex more than their normal movement this turn."
I have played it as just boosting a units max move.
So a tank which can only move 2 hexes can now move 3.
An infantry can also move 3 hexes instead of its normal 2 hexes.
How many of you treat this as a mini Inf Assault card?
That is the infantry can now off this card move 1 or 2 and battle or move 3.
I am not sure that is right.
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stevens

Posts: 2725
Registered: February 2007
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Re:Frozen Ground
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Wed, 06 April 2011 23:24
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You are correct Tank Commander.
Infantry may move 2 and battle or 3 and no battle. Terrain entry considerations still apply.
And if the infantry was on a road throughout his movement, he could move 3 and battle or 4 hexes and not battle.
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