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gheintze
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Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 04:12
My son and I are working through all of the official scenarios, and we are approaching Overlord and the Air Pack. I have a few questions...

1) In the original Overlord rules, it was explicitly stated that Recon in Force, Pincer Move, and General Advance could be the only card given to a field general. This is not stated in the Operation:Overlord rules. Is this just an oversight? or did the rules change? I think it is the former, as it still says that the cards must be in two different sections if the Field General is given two cards -- and that cannot happen with these three. However, a clarification would be nice.

2) My second question is with regard to using the Air Pack or Air Packs with Overlord. In the original Overlord/Air Pack addendum, it says that you can use up to three Air Packs. This would seem to give very different Overlord matches depending on the number of Air Sortie cards in the deck.
I understand that each field general could conceivably have his own plane on the board, so three Air Packs would be necessary to have three planes of each type for the Generals.
However, it's always bugged me that I don't know how many cards to use. In fact, in the Overlord supplement under several of the older Overlord scenarios, it states "Air rules are optional...Give the Allied player one Air Sortie card and shuffle the remaining card(s) into the deck." Note that it is not specified whether 1, 3, or 5 cards are shuffled into the deck.
Given that the specific Overlord deck that comes with Operation:Overlord only contains 4 Air Sortie cards, is that the offical number of cards to use in Overlord Scenarios? It would seem to be the proper ratio, given that 2 cards are used with regular battles and the deck is twice as large.

Any input on these matters would be much appreciated.

Thanks,

Geoff
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 04:18
gheintze wrote on Tue, 15 January 2013 07:12

My son and I are working through all of the official scenarios, and we are approaching Overlord and the Air Pack. I have a few questions...

1) In the original Overlord rules, it was explicitly stated that Recon in Force, Pincer Move, and General Advance could be the only card given to a field general. This is not stated in the Operation:Overlord rules. Is this just an oversight? or did the rules change? I think it is the former, as it still says that the cards must be in two different sections if the Field General is given two cards -- and that cannot happen with these three. However, a clarification would be nice.


It seems like you answered your own question here...if the rules says that the cards must be in two sections, it would exclude the multi-section cards. Smile

Quote:

2) My second question is with regard to using the Air Pack or Air Packs with Overlord. In the original Overlord/Air Pack addendum, it says that you can use up to three Air Packs. This would seem to give very different Overlord matches depending on the number of Air Sortie cards in the deck.
I understand that each field general could conceivably have his own plane on the board, so three Air Packs would be necessary to have three planes of each type for the Generals.
However, it's always bugged me that I don't know how many cards to use. In fact, in the Overlord supplement under several of the older Overlord scenarios, it states "Air rules are optional...Give the Allied player one Air Sortie card and shuffle the remaining card(s) into the deck." Note that it is not specified whether 1, 3, or 5 cards are shuffled into the deck.
Given that the specific Overlord deck that comes with Operation:Overlord only contains 4 Air Sortie cards, is that the offical number of cards to use in Overlord Scenarios? It would seem to be the proper ratio, given that 2 cards are used with regular battles and the deck is twice as large.

Any input on these matters would be much appreciated.

Thanks,

Geoff


Did you check the FAQ or the FAQ thread for this one? I know that the FAQ explains how many cards to use for Breakthrough, but there is a whole section about the Air Pack in there that might help.

Good luck and it sounds like a fun project to work through the scenarios!! Cool
      
gheintze
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 04:50
For the first question, I just think it's weird that those cards are not specifically mentioned in the new rules. I'm sure that it is misplayed often.

The second question is not addressed anywhere in the FAQ as far as I can tell. The FAQ even has the number of cards that are to be used in Breakthrough scenarios, but nothing on Overlord.

Geoff
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 05:09
For those not familiar with this discussion you might want to download the USING THE AIRPACK in OVERLORD GAMES rules from the Rules and Goodies Section: http://cdn1.daysofwonder.com/memoir44/en/img/mm_airpack_over lord_en.pdf

I think Gheintze has a good point about needing clarifiaction on the NUMBER of Air Sortie cards to be used in an Overlord games not being clearly defined. The addendum gives an example of 3 cards being handed out in one question, but this is a thin thread to hang an official ruling on.

Quote:

Q. Could a Commander-in-Chief, in a situation with 3 Air Packs, give all 3 Air Sortie cards out on the first turn, one to each Field General?
A. Yes, but the Commander-in-Chief would not get to draw any new cards at the end of the turn.

Q. Would a Commander-in-Chief draw replacement cards if he handed out 3 Air Sortie cards the turn before?
A. No, per the normal Air Sortie card rules. Air Sortie cards do not count toward the total number of cards held and are not replaced after they are played.

Q. Could a Commander-in-Chief, in a situation with 3 Air Packs, give each Field General an Air Sortie card and a section card on the first turn?
A. No, because a Commander-in-Chief may only play 3 cards on a turn and Air Sortie cards count toward the total number of cards the a Commander-in-Chief plays on the turn.


[Mis à jour le: Tue, 15 January 2013 05:21]

      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 05:22
stevens wrote on Mon, 14 January 2013 23:09

Maybe you should download the USING THE AIRPACK in OVERLORD GAMES rules from the Rules and Goodies Section: http://cdn1.daysofwonder.com/memoir44/en/img/mm_airpack_over lord_en.pdf


I've already downloaded this supplement. Here are the confusing/non-specific portions:

"each Commander-in-Chief receives one Air Sortie card at the start of the game.The remaining Air Sortie cards, if any, are shuffled into the Command deck."

This implies that there may be only 2 Air Sortie cards used, but it is not specified -- as there may be more.

"Q. If players owned 3 Air Packs and they are playing an Overlord game, could they have 6 Airplanes in the field, 3 on each
side?
A. Yes, or even if they own less than 3 Air Packs because Air Sortie and Air Power can be played again once the deck is
reshuffled. Note: Players would still be limited to using Airplanes that were available to their nation at that time during the war."

"Q. Could a Commander-in-Chief, in a situation with 3 Air Packs, give all 3 Air Sortie cards out on the first turn, one to each
Field General?
A. Yes, but the Commander-in-Chief would not get to draw any new cards at the end of the turn."


These questions and a few others imply that 3 Air Packs and thus 6 Air Sortie cards could be used in an Overlord scenario. However, if this is the case, why weren't 6 Air Sortie cards included with Operation:Overlord?

The Cadets of Saumur
» Air rules are optional: If used, shuffle both Air Sortie cards into the deck, at game start.


"Both" implies that only two Air Sortie cards are used in this scenario. But there are four in the Operation:Overlord deck...

Omaha Beach Overlord
» Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle remaining
Air Sortie card(s) into the deck, at game start.


Note the indefinite "card(s)" implying that only one or more than one cards may be shuffled into the deck. Quite non-specific, implying that only 2 cards or perhaps more cards can be used. This wording is also used for Sword Beach and Peleliu Landings.

Therefore, I repeat my question: What is the official number of Air Sortie cards to be used in Overlord Scenarios? It does not seem to be specified anywhere. I imagine that the difference between 2 Air Sortie cards and 6 Air Sortie cards in a game would be significant. I'm just hoping for some sort of clarification -- either official or somewhere where it is specified.

Geoff

      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 05:23
gheintze wrote on Mon, 14 January 2013 23:22

stevens wrote on Mon, 14 January 2013 23:09

Maybe you should download the USING THE AIRPACK in OVERLORD GAMES rules from the Rules and Goodies Section: http://cdn1.daysofwonder.com/memoir44/en/img/mm_airpack_over lord_en.pdf


I've already downloaded this supplement. Here are the confusing/non-specific portions:

"each Commander-in-Chief receives one Air Sortie card at the start of the game.The remaining Air Sortie cards, if any, are shuffled into the Command deck."

This implies that there may be only 2 Air Sortie cards used, but it is not specified -- as there may be more.

"Q. If players owned 3 Air Packs and they are playing an Overlord game, could they have 6 Airplanes in the field, 3 on each
side?
A. Yes, or even if they own less than 3 Air Packs because Air Sortie and Air Power can be played again once the deck is
reshuffled. Note: Players would still be limited to using Airplanes that were available to their nation at that time during the war."

"Q. Could a Commander-in-Chief, in a situation with 3 Air Packs, give all 3 Air Sortie cards out on the first turn, one to each
Field General?
A. Yes, but the Commander-in-Chief would not get to draw any new cards at the end of the turn."


These questions and a few others imply that 3 Air Packs and thus 6 Air Sortie cards could be used in an Overlord scenario. However, if this is the case, why weren't 6 Air Sortie cards included with Operation:Overlord?

The Cadets of Saumur
» Air rules are optional: If used, shuffle both Air Sortie cards into the deck, at game start.


"Both" implies that only two Air Sortie cards are used in this scenario. But there are four in the Operation:Overlord deck...

Omaha Beach Overlord
» Air rules are optional: If used, give the Allied player one Air Sortie card and shuffle remaining
Air Sortie card(s) into the deck, at game start.


Note the indefinite "card(s)" implying that only one or more than one cards may be shuffled into the deck. Quite non-specific, implying that only 2 cards or perhaps more cards can be used. This wording is also used for Sword Beach and Peleliu Landings.

Therefore, I repeat my question: What is the official number of Air Sortie cards to be used in Overlord Scenarios? It does not seem to be specified anywhere. I imagine that the difference between 2 Air Sortie cards and 6 Air Sortie cards in a game would be significant. I'm just hoping for some sort of clarification -- either official or somewhere where it is specified.

Geoff




I agree with you friend. I wasn't finished my post before I published it so sorry if it came across as contradictory. Yes all good points.
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 05:30
stevens wrote on Mon, 14 January 2013 23:23


I agree with you friend. I wasn't finished my post before I published it so sorry if it came across as contradictory. Yes all good points.



No problem. Smile

It's probably best if the confusing wording is spelled out anyway. Wink

Geoff
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 05:38
Maybe I dreamed this...but it runs in my mind that there was something about using as many Air Sortie cards as you have available in an Overlord battle because it will increase the Airplanes on the board and will add to the fun.

Does anyone else remember that? I don't have any way to look through my stuff to see where that might have been said... Razz
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 06:15
rasmussen81 wrote on Mon, 14 January 2013 23:38

Maybe I dreamed this...but it runs in my mind that there was something about using as many Air Sortie cards as you have available in an Overlord battle because it will increase the Airplanes on the board and will add to the fun.




While I'm sure that's true, I'd still like to know how Mr. Borg would play it... Very Happy

Geoff
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 06:22
gheintze wrote on Tue, 15 January 2013 09:15

rasmussen81 wrote on Mon, 14 January 2013 23:38

Maybe I dreamed this...but it runs in my mind that there was something about using as many Air Sortie cards as you have available in an Overlord battle because it will increase the Airplanes on the board and will add to the fun.




While I'm sure that's true, I'd still like to know how Mr. Borg would play it... Very Happy

Geoff


If I remember right (which might not be the case) this was an official response from Mr. Borg. Razz But I'm not sure where it might be or if I'm just remembering it wrong. Rolling Eyes
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 09:31
do note that the card backs of the cards in operation overlord are slightly different from the other command cards in memoir. They have the word overlord printed on them.
So if you play with those cards, it seems to be clear for you to use all 4 air sortie cards included in the set.

When you don't own that expansion, you play overlord with 2 basic games. Those don't include air sortie cards, so your air sortie cards would come from the air pack.
If you own only one airmpack, you only own 2 air sortie cards. If you have multiple, you have also more than 2 air sortie cards.
I think the dual wording is because DoW does not know how many air packs you own. The wrote it so that it is correct when you own only 1 AP, and therefor 2 airsortie cards, but also when you own two, and would have 4 air sortie cards.
The dual wording implies you use all 4 air sortie cards in that case.
Now for the question of using 6 when using 3 AP: I would say this: if you use 3 AP to allow the possibility for each field commander to have a plane out, you'd actually want that to happen. I'd use 6 cards in that case so that it can actually occur that multiple planes are out there. That said, I think DoW will want to leave it to your group to decide how many to use. If you like to play with air planes, use 6, and if you don't use 4. If you don't own 4, use 2.

That's my take on it.
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 09:40
Quit2 wrote on Tue, 15 January 2013 12:31

do note that the card backs of the cards in operation overlord are slightly different from the other command cards in memoir. They have the word overlord printed on them.
So if you play with those cards, it seems to be clear for you to use all 4 air sortie cards included in the set.

When you don't own that expansion, you play overlord with 2 basic games. Those don't include air sortie cards, so your air sortie cards would come from the air pack.
If you own only one airmpack, you only own 2 air sortie cards. If you have multiple, you have also more than 2 air sortie cards.
I think the dual wording is because DoW does not know how many air packs you own. The wrote it so that it is correct when you own only 1 AP, and therefor 2 airsortie cards, but also when you own two, and would have 4 air sortie cards.
The dual wording implies you use all 4 air sortie cards in that case.
Now for the question of using 6 when using 3 AP: I would say this: if you use 3 AP to allow the possibility for each field commander to have a plane out, you'd actually want that to happen. I'd use 6 cards in that case so that it can actually occur that multiple planes are out there. That said, I think DoW will want to leave it to your group to decide how many to use. If you like to play with air planes, use 6, and if you don't use 4. If you don't own 4, use 2.

That's my take on it.


Sounds very logical! And you might be right that DoW and Richard were intentional about offering slightly different answers because there are so many different situations. Smile
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 13:45
As far as who gets to play what card, I think they didn't include that in the OO rules because it is included right on the OL cards included. If you want a help sheet for OL games that shows who gets to play what card, download and print this:
http://cdn.daysofwonder.com/uploads/userpages/272628/_5568.p df

I did it for when I play OL at game conventions to help new players. (helps me too when I have a senior moment!)
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 16:03
50th wrote on Tue, 15 January 2013 07:45

As far as who gets to play what card, I think they didn't include that in the OO rules because it is included right on the OL cards included. If you want a help sheet for OL games that shows who gets to play what card, download and print this:
http://cdn.daysofwonder.com/uploads/userpages/272628/_5568.p df

I did it for when I play OL at game conventions to help new players. (helps me too when I have a senior moment!)



However, nowhere in the Operation:Overlord rules or on the cards is it stated that a field general receiving General Advance, Pincer Move, or Recon in Force is not allowed to receive a 2nd card. Thus, according to the rules as printed in Operation:Overlord, a Field General is able to play Pincer Move in one section and Probe (for example) in the other section.

While I think that's it is certainly true that everyone should be able to use the Air Pack/Overlord rules together with as many sets as they would like; a bit more detail on how they work together would be nice for people like me who need to have everything just so... Very Happy

It's just weird that the Air Rules are clearly spelled out for all other scenarios, but it's anything goes for Overlord.

Geoff

[Mis à jour le: Tue, 15 January 2013 16:12]

      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 18:24
gheintze wrote on Tue, 15 January 2013 10:03

50th wrote on Tue, 15 January 2013 07:45

As far as who gets to play what card, I think they didn't include that in the OO rules because it is included right on the OL cards included. If you want a help sheet for OL games that shows who gets to play what card, download and print this:
http://cdn.daysofwonder.com/uploads/userpages/272628/_5568.p df

I did it for when I play OL at game conventions to help new players. (helps me too when I have a senior moment!)



However, nowhere in the Operation:Overlord rules or on the cards is it stated that a field general receiving General Advance, Pincer Move, or Recon in Force is not allowed to receive a 2nd card. Thus, according to the rules as printed in Operation:Overlord, a Field General is able to play Pincer Move in one section and Probe (for example) in the other section.

While I think that's it is certainly true that everyone should be able to use the Air Pack/Overlord rules together with as many sets as they would like; a bit more detail on how they work together would be nice for people like me who need to have everything just so... Very Happy

It's just weird that the Air Rules are clearly spelled out for all other scenarios, but it's anything goes for Overlord.

Geoff


I agree that these rules do not appear on the cards, nor were these rules spelled out specifically in the OPERATION OVERLORD EXPANSION, HOWEVER, they are still the rules for Overlord Play and do exist in the Original Rule set:

http://cdn1.daysofwonder.com/memoir44/en/img/mm_overlord_en. pdf
Original Overlord Rules p.5

Quote:

- Recon in Force: Order 1 unit in each of the sections under the command of the receiving Field General (i.e. a total of 2 units when playing a double-board scenario). A Field General receiving a Recon in Force card may not be given any other Command card during the same turn.

- General Advance: Order 2 units in each of the sections under the command of the receivingField General (i.e. a total of 4 units when playing a double-board scenario). A Field General receiving a General Advance card may not be given any other Command card during the same turn.

- Pincer Move: Order 2 units in one of the section under the command of the receiving Field General. The Pincer Move card must be given to one of the two Field Generals sitting on the end of the boards (right or left flank), never to the Field General in charge of the center. A Field General receiving a Pincer Move card may not be given any other Command card during the same turn.

[Mis à jour le: Tue, 15 January 2013 18:27]

      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 19:06
As was said earlier, play with the number of Air Sortie cards you have available. It seems pretty straightforward (to me) when told to play with 1 2, or 3 airpacks that would imply 2, 4, or 6 Air Sortie cards.

This also implies this rule is flexible. Just agree with your opponent and its not going to make much difference one way or the other. Small changes in Memoir '44 rules really do not have that much impact.

Personally, I play with 4 Air Sorties in the OL deck because the deck is twice as large (as we do for breakthrough). The fact that 4 Air Sorties comes with the Operation Overlord expansion is also pretty conclusive this is the optimal number.

As for playing with multiple air packs, if you have only one airpack but choose to include 4 or 6 Air Sortie cards, you can always allow players to use ANY airplane figure to represent whichever airplane is needed, thus allowing multiple spitfires etc. with different figures. That is, the figure does not have to match the actual plane a player is flying. You could also use any other handy object to represent the planes (rocks, coins, erasers, mickey mouse action figures, etc.).

With Memoir '44 its best to loosen up and get comfortable making house rules when necessary and modifying scenario rules (shuffle "both" Air Sortie cards becomes shuffle "all"). Its not a simulation or anything close.
      
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Re:Overlord and Overlord Air Pack FAQ questions Tue, 15 January 2013 19:24
Re: stevens

I'm not arguing the rule, as its clear to me that these three cards are not to be played with another card. However, this should probably be added to the FAQ to clarify the situation. It is a pretty large oversight, especially if someone is using the rules directly from the overlord expansion.

Re. Sgt. Storm

As you mentioned, 4 is probably the optimal number based on the Operation:Overlord deck, so I will default to that as well. I was just hoping there was some clarity around this issue, but I suppose I can adjust Wink

I have two Air Packs, so the minis are not a problem. I really don't see three planes getting on the board much. Any Overlord players out there care to mention how often and how many planes are seen in an Overlord battle?

Geoff
      
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Re:Overlord and Overlord Air Pack FAQ questions Fri, 18 January 2013 04:48
My take on this.

The OL deck has 4 Air Sorties and unless stated otherwise in an OL scenario spcial notes, 4 are used.

Remember an OL deck used to be made up of 2 regular decks and each of those were limited to 2 AS in regular play when the Air Rules were in use. So 2 regular decks combined together to play an OL game would have 4 AS cards.

I think the mention of using 2 or 3 Air Packs is just to have the proper number minis of the right type that can possibly be in play at any one time. I do not think it implys that one should offically use 6 Air Sortie cards in an OL game.

As to the old OL rules vs the new ones, the newer version fleshed out some sections and covered a few others not touched upon by the older version. However, the newer version should be considered a supplement to the the old rules. One should default back to those for a fuller explanation, such as in the case of those multi-section cards which do indeed have the limitation of the only card which a FG may receive in a turn.
      
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Re:Overlord and Overlord Air Pack FAQ questions Fri, 18 January 2013 05:30
tank commander wrote on Thu, 17 January 2013 22:48

My take on this.

The OL deck has 4 Air Sorties and unless stated otherwise in an OL scenario spcial notes, 4 are used.

Remember an OL deck used to be made up of 2 regular decks and each of those were limited to 2 AS in regular play when the Air Rules were in use. So 2 regular decks combined together to play an OL game would have 4 AS cards.

I think the mention of using 2 or 3 Air Packs is just to have the proper number minis of the right type that can possibly be in play at any one time. I do not think it implys that one should offically use 6 Air Sortie cards in an OL game.

As to the old OL rules vs the new ones, the newer version fleshed out some sections and covered a few others not touched upon by the older version. However, the newer version should be considered a supplement to the the old rules. One should default back to those for a fuller explanation, such as in the case of those multi-section cards which do indeed have the limitation of the only card which a FG may receive in a turn.


Excellent recap. You've put my mind at ease...

Geoff
      
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Re:Overlord and Overlord Air Pack FAQ questions Fri, 18 January 2013 14:00
gheintze wrote on Thu, 17 January 2013 23:30

tank commander wrote on Thu, 17 January 2013 22:48

My take on this.

The OL deck has 4 Air Sorties and unless stated otherwise in an OL scenario spcial notes, 4 are used.

Remember an OL deck used to be made up of 2 regular decks and each of those were limited to 2 AS in regular play when the Air Rules were in use. So 2 regular decks combined together to play an OL game would have 4 AS cards.

I think the mention of using 2 or 3 Air Packs is just to have the proper number minis of the right type that can possibly be in play at any one time. I do not think it implys that one should offically use 6 Air Sortie cards in an OL game.

As to the old OL rules vs the new ones, the newer version fleshed out some sections and covered a few others not touched upon by the older version. However, the newer version should be considered a supplement to the the old rules. One should default back to those for a fuller explanation, such as in the case of those multi-section cards which do indeed have the limitation of the only card which a FG may receive in a turn.


Excellent recap. You've put my mind at ease...

Geoff


I think TC has it correct. I think your frustration Geoff comes from the fact that the rules for much of Memoir'44 have developed over time and hence are only to be found by following a rabbit trail across several rule sets and expansions. In some cases, this development of a rule leaves gaps or apparent contradictions. I hope I am reading you correctly on this. Since the strategy in developing the FAQ is to clarify existing rules or to remedy seeming contradictions in those rules. And since there is a cloud surrounding this particular issue of Air Sortie card number. I think you are right to want to have it spelled out in the FAQ.

I am sorry if my comments came across as argumentative. Smile
      
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Re:Overlord and Overlord Air Pack FAQ questions Fri, 18 January 2013 14:41
stevens wrote on Fri, 18 January 2013 08:00


I think TC has it correct. I think your frustration Geoff comes from the fact that the rules for much of Memoir'44 have developed over time and hence are only to be found by following a rabbit trail across several rule sets and expansions. In some cases, this development of a rule leaves gaps or apparent contradictions. I hope I am reading you correctly on this. Since the strategy in developing the FAQ is to clarify existing rules or to remedy seeming contradictions in those rules. And since there is a cloud surrounding this particular issue of Air Sortie card number. I think you are right to want to have it spelled out in the FAQ.

I am sorry if my comments came across as argumentative. Smile



Stevens -- no offense taken.

You are correct that I'm just trying to follow the rules along. My main concern is that sometimes it's hard to find the exact rules, and I worry that less dedicated players will get confused/frustrated by finding clarifications all over the place. So I hope to make it easier for myself and others at the same time...

Geoff
      
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Re:Overlord and Overlord Air Pack FAQ questions Mon, 21 January 2013 04:47
First off, this is a really good thread!

My take would be (if I owned more than one air pack) that if I were using the Overlord expansion cards, I would stick to using the 4 AS cards that come with that expansion, regardless of the number of airpacks in play.

If I were using the base game card decks to play an Overlord scenario, I would use all the AS cards on hand. This whole thread brings up the point also, that if you do not own the Overlord expansion and own only one air pack, you'd have no choice other than to play the game with the 2 AS cards in your possession.

Whether it's 2, 4 or 6 AS cards, I don't think you can go wrong or lose with a game as super or good as M44!

[Mis à jour le: Mon, 21 January 2013 04:49]

      
JFKoski
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Re:Overlord and Overlord Air Pack FAQ questions Mon, 21 January 2013 16:42
Kaufschtick wrote on Sun, 20 January 2013 22:47

...if you do not own the Overlord expansion and own only one air pack, you'd have no choice other than to play the game with the 2 AS cards in your possession....


Not so. Together we have 2 base sets and Breakthrough Deck. I use card sleeves so we can shuffle in cards with different grey-colored backs, like Air Sorties, or combining 1 regular deck with 60 from the BT for Overlord (the 20 BT we don't need have a slip with an X, and along with different fronts it makes it quicker to add and separate the decks).

When we tried once to use 4 Air Sorties (2 in hand, 2 shuffled), we used 2 from the Air Pack and 2 "extra" cards and put a note down the front of the sleeve that these were really Air Sorties. Of course, if you start with Air Sorties in hand, you don't even need the cards, you could just use a poker chip or something, since they're face up. The only problem would be if you shuffled after TFH. The last game we played, we did shuffle and I drew both Air Sorties shortly thereafter.
      
rasmussen81
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Re:Overlord and Overlord Air Pack FAQ questions Mon, 21 January 2013 16:49
JFKoski wrote on Mon, 21 January 2013 19:42

Kaufschtick wrote on Sun, 20 January 2013 22:47

...if you do not own the Overlord expansion and own only one air pack, you'd have no choice other than to play the game with the 2 AS cards in your possession....


Not so. Together we have 2 base sets and Breakthrough Deck. I use card sleeves so we can shuffle in cards with different grey-colored backs, like Air Sorties, or combining 1 regular deck with 60 from the BT for Overlord (the 20 BT we don't need have a slip with an X, and along with different fronts it makes it quicker to add and separate the decks).

When we tried once to use 4 Air Sorties (2 in hand, 2 shuffled), we used 2 from the Air Pack and 2 "extra" cards and put a note down the front of the sleeve that these were really Air Sorties. Of course, if you start with Air Sorties in hand, you don't even need the cards, you could just use a poker chip or something, since they're face up. The only problem would be if you shuffled after TFH. The last game we played, we did shuffle and I drew both Air Sorties shortly thereafter.



I think his point was that with a normal set of cards and the normal rules, the number of Air Sortie cards you play with becomes fairly clear. I could be wrong, though. Rolling Eyes
      
gheintze
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Re:Overlord and Overlord Air Pack FAQ questions Mon, 21 January 2013 17:35
My argument is that unless the number of cards for an Overlord scenario is specified in the rules for that scenario, it's never clear how many you should use.

Geoff
      
Kaufschtick
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  Re:Overlord and Overlord Air Pack FAQ questions Tue, 22 January 2013 02:21
gheintze wrote on Mon, 21 January 2013 11:35

My argument is that unless the number of cards for an Overlord scenario is specified in the rules for that scenario, it's never clear how many you should use.

Geoff



IMHO, due to the very nature and availabilty of the air pack expansions, I don't believe there is a right or wrong answer. I think the number of AS cards you use is by and large, up to you. Smile

That's just the simple beauty of Memoir 44', which again IMHO, is one of the all time best board wargame designs ever put forth.

The way the air rules read for a normal game is 2 AS cards per regular game deck of cards. The overlord expansion is just a double set of game cards with 2 AS cards per deck. If you used 6 AS cards, that amounts to only 1 more AS card per deck of game cards. If you played an overlord with just 2 total AS cards, that would amount to just 1 less AS card per deck than the overlord expansion cards.

There are a lot of folks, myself included, who have purchased doubles on a lot of the expansions. That's good for sales for Days of Wonder, and any good business. The way I see the air pack expansion, I think it's a stretch that Days of Wonder would have made it so players would need to purchase 3 copies of the air pack to play overlord games. But like any good company, they made it possible if certain players were willing to!

So the end result is this super flexible set of air rules that basically allows all the various players out there to kinda pick and choose for themselves as far as what is right for them, and what they are willing to spend.

I say that whatever you choose to do in your overlord games is just fine regarding the numbers of AS cards used.

Just my .02 cents. Good gaming! Smile

[Mis à jour le: Thu, 24 January 2013 16:32]

      
    
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