One of the conventional views which has emerged over the years, and it
reflects negatively on the original game, is that the movement factors are
unsound and dramatically overstate the actual mobility of the vehicles
they purport to represent. It seems the major objection is that players
tend to go steaming all over the map heedless of sober analysis of the
terrain, season, horsepower and so forth which insists it can't be done.
While this may be factually correct, there's a different view which sees
the game turn as a much less precise commodity than the clearly stated
'six minutes' implies. This view tends to see a game turn more as an
alternating pulse of activity where winning the tempo, like chess,
is the object and less as the battlefield equivalent of an egg-timer... more
For now it seems prudent to basically let
original unit movement factors and terrain costs stand, while
consolidating and adding some sequel and aftermarket terrain types. There
are some things we are changing that will mitigate the pace of movement in
the earlier game, mostly by making the battlefield a little more lethal to
moving units rather than just throttling them back.
Our new spotting rule, for example, does expose
vehicle units to spotting when entering concealing terrain making
movement more vulnerable to fire, both direct and indirect, and perhaps
providing some restraint. Our opportunity
fire rule gives new teeth to the defence and dispenses altogether with
the ¼ movement allowance expenditure requirement before opening up on a
moving enemy unit. We will be allowing indirect file to be pre-registered
against specific hexes and interdict or perform opportunity fire on those
locations while observing enemy movement. Our battlefield is certainly
going to be a slightly more hostile environment for moving units;
hopefully providing balance more in keeping with the original design
Loading and Unloading
The transporting of units is integral to the play of the game and a
reminder that one is simulating tactical warfare. Unfortunately the
various rules governing transporting have also been the subject to several
clarifications which themselves stimulated some controversy between the
original developers and the publisher. It isn't really hard, though,
and with a little tweaking the transporting rules can be restated as
An eligible transporting unit may load, transport or transport
and unload an eligible passenger unit in a single friendly movement
phase; a transporting and unloading unit may move up to half its
movement allowance (rounded down,) either before or after unloading but
not both, in the turn. The passenger unit may not move or fire during
the same phase as loading or unloading and travels with (under) the
transporting unit. Transporting
units may not unload in a hex if such procedures violate stacking
While moving only
transporting and passenger units are treated as a single unit with the
characteristics of the transporting unit only; it moves, fires, stacks
and is attacked accordingly. Any combat results affecting the transport
are applied to the passenger unit equally and immediately. Exception:
A transport suffering a DD result will immediately apply the
result to and unload its passenger unit in the current hex at no
movement factor cost. If this violates stacking limitations the owning
player must remove the unloading transporting or passenger unit
Transporting and passenger
units are attacked separately when unloaded. If a unit attracts
opportunity fire by unloading it is considered unloaded for the purposes
of combat while the opposite is true when the same situation occurs when
loading. A transporting unit entering a hex with a passenger, however,
is always considered loaded even if unloading in that hex.
Transporting units may fire
while loading or unloading passengers, transported passengers may never
fire. Exception: Transported
observer units may observe for indirect fire on turns when loaded but
the transporting unit must not move in the turn, though it may fire.
Only non-vehicle units may be transported and only 'C' class units
may not be transported and 'C(I)'
units may transport.
Exception: Some factions have doctrines permitting non-'C'
armoured vehicles to carry infantry or engineer units only.
Units transporting are stacked directly above passenger units in the
stack. When unloaded the transporting unit is placed beneath other
transportable unloaded units.
In the case of non-'C' class units transporting infantry and
engineers the passenger unit is also considered a valid target with a
defence factor of one (1) and may be attacked individually by direct
fire and defends individually from indirect fire. Combat results
affecting the transport still apply to the passenger but not of the
passenger to the transport. A DD result continues to force
passenger unit to unload.
See also the optional rules for 'concealed
movement' which affects transports and 'heavy
equipment' and 'revealed movement'
which add dimension, and housekeeping, to the load and unload process.
Otherwise, not too bad, maybe even a bit satisfying, but we aren't out of
the woods yet; there is still stacking and the dreaded 'road movement
rate' to go yet.
v0.1 Revised: April 05, 2013