RE: Opinions about "Game rules as used by players"
I'm sure he means the pace of the game, house rules can always be a problem if too complicated or to hard to remember and so the time it takes to finish a turn can be longer, but in this case the seem rather easy.
Although I might need some clarification on some of the rules:
Infantry
1. Infantry cannot soak off tank shots so your tanks can move up without fear of counter fire
That means I shouldn't move infantry deliberately(like back and forth moves) to capture tank fire?
2. Infantry can only shoot at tanks if the infantry have AT weapons within range, this is only for ranged fire, infantry can always attempt to close assault a vehicle even if they have no AT weapons.
How do I achieve this, how do I stop infantry from using their none-AT weapons in the opponents turn?
4. Infantry units may only Z fire 2 hexes (100m) at hexes they have not received fire from, and out to LOS at hexes they suspect they took fire from.
Don't really get this one, so I can fire 2 hexes around me on any hex I didn't receive fire from?
And I can fire at all hexes even out of LOS hexes I took fire from no matter how far away?
AFV Stacking
1. Only a single tank class unit may occupy a hex; a tank unit may be stacked with an APC class unit. Tank class units may occupy the same space as a wrecked tank.
So a single tanks in each hex or just tanks from a single class(like Heavy tank) of tank?
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