If Republican air units are used on Interdiction, precisely when are
the counters removed (and recycled)?
They are removed at the start of the next Republican turn.
Also, does air interdiction affect tracing supply as well,
No it doesn’t. Interdictors only affect movement.
Since supply is traced using leg movement points
.
This comment dumbfounded me and I just didn’t want to say anything until
I checked the rules as printed. Leg MPs were tested during the game
development, but were dropped soon as this supply system simply made the
historical rate of advance impossible. The use of hexes instead of MPs
allows historical advances possible (but you’ll have to think twice
where to put your HQs if you want to advance along the three
roads/tracks leading west as was historically done... not easy, but
perfectly possible).
The old version of the rule must have remained there unnoticed for
months while we playtested with the new and correct one (it’s absolutely
amazing what one can miss when reading the same rule zillions of times).
Does the Start Line restrict either side's set up? Both the Republican
and Nationalists forces have opportunities to set up on either side of
the line.
Yes, it does. Italian-Nationalist units north/east of the line;
Republican units south/west of the line.
Another Guadalajara question: In the Tank After Combat Table (i.e.
where only one side has armor), presumably you only roll one die? (I
don't think it's specified)
Just one die
Another (dumb) Guadalajara question: Presumably, the truck counters are
markers and not actual units. That is, they can be removed from one unit
(at the beginning of movement) and instantaneously be placed on another,
regardless of its location on the map (presuming a truck counter could
legally be placed there) rather than have to be moved to the new unit to
be transported. Correct?
You were more or less correct. Clarification added to errata.
The real constriction is the Italian supply rules, which keep them from
going too far afield. For instance, there is a very tempting alternate
route to Masegoso but the Italians can't use it because they can't keep
the units supplied. This is a very restrictive rule and does more to
keep units tied to transportation lines than anything else.
The correct rule is less restrictive and allows your tempting alternate
route... nevertheless you are right: transportation lines are VERY
important in this game (as they should be in any wargame portraying a
battle fought in muddy terrain and under terrific weather conditions).
We are getting ready to start Turn 5, which sees the arrival of
significant Republican air power which, through Interdiction, should put
real brake on the Italian advance, such as it is (by keeping the HQ's
from moving very far and attacking them)
Not now... too late to make decisive damage to the Italian advance. A
nuisance yes, a real brake no.
Immediate reconstitution of HQs intends to prevent massive OOS condition
due to HQ hunting. You found a hole here...
Interdictors will be unable to attack HQs (they can interdict their
advance, though).
We wondered a bit about the movement restrictions since, according to
the notes (Pg 14), on March 9 (i.e. Turn 2) The Italians, "...reached
Argecilla and taking Cogoloor, Masegoso and the bridge over the
Tajufia." We wondered about this since, in the game, the only way the
Italians can even reach these locales is if the Italians motorize some
infantry (and they only have two trucks and can therefore motorized only
two infantry units) and the Republicans move completely out of the way.
In turn 2 the Italians receive a lot of trucks so they can reach all
those locations without problem (provided the correct set up, that is )
This led us to the real problem. Our Republicans have left the highway
to Torijo completely open... not one unit defending it. because of the
Brihuega rule, it is if the road is sealed off by a gigantic seismic
fault that is uncrossable. Instead, the Republicans have sent every unit
(save one or two sent north) to defend Brihuega
.
No longer possible using the correct set up and supply rules. Unless you
roll the worst dice in your life for 4-5 consecutive times Brihuega will
be in your hand by the end of turn 2, before the Republicans can prevent
it. Why then the seismic fault rule? Because a short series of fortunate
die rolls may otherwise allow the Italians to win a sudden death victory
in a couple of turns, completely killing the game. To prevent it I
decided to add a design-for-effect rule that works better than you may
think (always talking under the correct set up and supply rule):
Brihuega falls during the second turn, so no real stop to the advance on
Torija... why does it work to prevent a sudden death then? Because the
trucks you need to make the phantom advance are the ones you need to
take Brihuega before the Republicans arrive so the possibility of an
unavoidable sudden death due to a gifted hand is gone. Besides, this
rule makes the flow of the game much more historical than a simple hell
on wheels advance along the main road.
Brihuega is not a simple village out of the main road: it not only opens
an alternate route to Torija, but also to Guadalajara (if you follow the
road leading southwards you’ll soon find an exit to the west leading to
Guadalajara); furthermore, an advance along that south leading route
would lead you to put a mortal threat to Madrid as you would be in
position to cut the Madrid-Valencia road, the only lifeline of the
capital in that moment... but this would be a completely different game.
Now it appears that this tactic is as effective as it is gamey.
It was... although it will not be possible from now on... you’ll have to
defend all axis of Italian advance effectively or you will be toast.
I think I'll restart my first game and see if by using the Optional
rules if the IT can rush to the big "B" (as close as possible at least
before the Republicans show up) That exploit movement for IT in the
Optional Surprise rule will be important here....
And still more important... the rule is no longer optional and must be
enforced in all games.
Also, you only start with two truck units, so whatever you shove down
the road is going to be pretty weak.
Once the Republicans are in position to attack Brihuega the Italians are
strong enough to fight there... in fact strong enough to push a little
more.
And since trucks can't move off road they aren't going far on the first
turn.
Indeed they are... the correct set up leaves several axis of advance
lightly defended, as it really was.
Oh well Ill still give it the school try, but it does seem difficult
for the Nationalists to gain any victory given that the Republicans can
jam the way to Brihuega
I’d really appreciate your giving the school try under the new
conditions... a completely different game now.
When placing an air marker for interdiction, if you place the marker on
a motorized unit (on a road), may the marker attack that unit if it
moves out of the hex? May it attack it if it doesn't move at all?
No and no... it can only attack units moving through the hex, not units
moving from or stopping into the hex.
And while we are at it....Am I correct in assuming that there is no
overrun in this game.....gracias!
No, you aren’t... overruns are perfectly possible as there are a lot of
hexes costing 1 or 2 MPs. A clarification has been added to errata.
Reluctantly, I have decided to toss in my hand after Game Turn 6 and
start over. This, despite the Italians losing exactly zero steps.
Because I played "naturally" (which is not synonymous with
efficiently), there is simply no way that the Italians can take Brihuega
with enough time (assuming they can even take it in the first place) to
capture enough villages to gain anything resembling victory.
Regardless of other problems which have already been solved... are you
sure you were playing aggressively enough? Zero steps in 6 turns just
looks suspicious if you are trying to advance at any cost...
The "problem," of course, is the Brihuega rule that prohibits the
Italians from advancing west of the 16xx hex row until they take the
village.
No, not really... the problem was a mistaken set up and a stupid supply
rule errata that prevented you from taking Brihuega as soon as you should.
But they can hole up in one or two key villages, which will make
things tough for the Nationalists since they have little artillery and
the defenders gain either double defense or a column shift. If the
Nationalists mass their forces to attack these villages, they leave a
lot of ground open.
No need to do so... just cut their supply.
In this game, there is no real surprise combats in the South, as most
of the Republicans are set up to far in the rear to be attacked on the
first turn (a nice defense in depth actually) and the Italians can never
reach Brihuega before the end of the 3rd day. At which point
International Brigade is already in Front of the village with several
battalions, with the rest just behind.
No longer an issue
The other rule that bothers me is the rule that prevents the
Nationalists from moving south of the river/line. At least the game
notes explain why this is so, so we can understand the rationale behind
it. But I fear that it falls afoul of the Law of Unintended
Consequences. because the Republicans know the nationalists can't cross
the river, they do not have to defend the crossings and, in fact, might
be better off not doing so. That way, they tie down a Nationalist unit
(and there are few enough of them, to begin with) without having to
expend one themselves (because they might move north).
This is an intended effect. During the full battle the Spanish
Nationalists problem was the scarce number of units they had, no matter
how good they were. In fact, the reinforcements arriving in the last
turns were hurriedly sent to the front as the units on the field were
not enough to cover the river line when the Republicans advanced while
keeping all the ground they had previously gained.
Can rail bridges be treated as regular bridges for movement purposes,
i.e. can armor use a RR bridge to cross a river ?
Yes
I had a 10-1 attack into a minor village( I know, I shoulda overran).
Do I use the 4-1 column or does it go to 3-1 due to the column shift for
attacking a minor village ?
3-1... and yes you should overrun, if possible
When trucks are listed as reinforcements, must they enter with other
reinforcements that turn or can they be used with units already on the
map?
They can be used with any unit. Besides, units entering as
reinforcements can enter the map loaded on trucks entering as
reinforcements that same turn (in other words they don’t pay 2 MPs to load)