EXP crockett Victory Panzer beelee
-
@crockett36 I cannot calculate lms usefulness. I
-
@crockett36 said in EXP crockett Victory Panzer beelee:
You're not including the extra dice for the corps or the tank army.
Yes I am
-
@crockett36 I do not know anything about rockets. And I've listened to the rules twice. I will listen again today.
-
heh heh you doing good man. It's a complex game as you already know and a even more complex mod.
Edit
Rockets are hit or miss. great when they work bummer when they don't. I like them for small counterattacks that I need. Also the more the better when you launch. Don't hold backLMs good because they never die until stepped on once dug in
-
@beelee said in EXP crockett Victory Panzer beelee:
@crockett36 said in EXP crockett Victory Panzer beelee:
You're not including the extra dice for the corps or the tank army.
Yes I am
I was remembering the advantages to the corps as extra dice. Is it pips?
-
@crockett36 same with tank army. pips? extra dice? It would be helpful to be able to talk.
-
@crockett36 I am enjoying it. I just feel sucker punched by rules like the paras going into rome. And I am trying to bring the game to a close and not go into round 73.
-
Yea no extra hit points just extra rolls.
I need to run a errand. I think I got your number still. Hhit me up in chat if you want me to call
back in 15-20
-
@crockett36 said in EXP crockett Victory Panzer beelee:
@crockett36 I am enjoying it. I just feel sucker punched by rules like the paras going into rome. And I am trying to bring the game to a close and not go into round 73.
hee hee it's your first game. Practice game
I posted at The Captain about the Rome Para attack
-
@beelee The tank army gets 4 additional dice and the corps 2=6. plus the 2 more for the AG?=8 additional dice?
-
@crockett36 So in total. the 24 units in the army group roll as normal with 5 additional dice?
-
I cannot find the ag group rules. And I've got to go to work.
-
Oh no ! Not on a Saturday !
I'll post the AG Rules. Just getting ready to look at your save.
Edit
AG starts on page 47 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view
it's multi paged so easier just to click and read. -
@crockett36 said in EXP crockett Victory Panzer beelee:
@beelee The tank army gets 4 additional dice and the corps 2=6. plus the 2 more for the AG?=8 additional dice?
yea but the corps/Army can't e active if the Tank Army is. Only one can be active.
-
@crockett36 said in EXP crockett Victory Panzer beelee:
@crockett36 So in total. the 24 units in the army group roll as normal with 5 additional dice?
Yea so in the AG the Tank Army would get it's bonus rolls, 10 dice at 3. The other Army/Corps is inactive, so no bonus rolls. They just roll like they're by themselves.
So 10 rolls Panzer Army regular 4 rolls for the Waffen Army/Corps and then 10 rolls for the other 10 land units, unless it's a Elite.
It'd still get his 2 rolls as he does normally.Plus the 2 bonus rolls for being a AG. So basically or usually 26 rolls for first rd of combat.
My experience has been that the AG only stays intact for 1 rd but not always.
Edit
Just finished going through your save. So, yea, you can't go underground unless undamaged. Probably best to spend that 4 bucks to finish repairing and then another 4 to go underground or that Hvy Bmbr will hammer you again as it has Ftr Escort now too.
EditThey can't be hit by AA fire. Have to Player Enforce when bombing ( use edit if needed ). Works correctly when attacking. The Hvy Bmbr.The 3 TankLL a good buy. You place those 1st place phase in the TTy where the Tanks are. Then before combat remove/replace the Tanks, which you did correctly. The LL images will disappear on there own.
So you probably wanna dust the Total Arty build so you can go undrg. Leaves ya with 16 bucks. I'd reccomend a TG and Elite. Leave you with 5.
Would get the TG anyway for sure. -
@beelee thanks!