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WWII TFB
02-24-2008, 10:24 AM,
#1
WWII TFB
Hey all,

How many movement points do you need in the first blitzkrieg remaining after movement in order to attack?

Also are there any good scenarios to play as allies? These things are massive! As the Germans it's so tempting to attack units when I assume it is better to avoid them and press on to objectives.

Steve.
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02-24-2008, 02:26 PM,
#2
RE: WWII TFB
hero_33 Wrote:Hey all,

How many movement points do you need in the first blitzkrieg remaining after movement in order to attack?

Also are there any good scenarios to play as allies? These things are massive! As the Germans it's so tempting to attack units when I assume it is better to avoid them and press on to objectives.

Steve.

Initiating Combat

There are several restrictions on initiating combat against enemy units.

· Units whose Effectiveness is less than or equal to 50 percent cannot attack.

· Fixed units and Immobile non-artillery units cannot attack.

· Headquarters units cannot attack.

· Entrained units cannot attack.

· Embarked units can only attack enemy ports.

· A unit may only participate in one normal combat result, although it may participate in multiple overrun attacks.

· A unit must have enough movement points remaining to initiate an attack, as determined by Parameter Data and, for non-artillery units, the movement cost into the defending hex.

· A unit must have a nonzero attack value before it can attack.

· Certain units are not allowed to attack after they have moved in the same turn.

· Only artillery units can attack embarked units.

· The total strength points of the non-artillery attacking units must not exceed the maximum stacking limit as determined by Parameter Data.

· Soviet and non-Soviet units cannot be combined into a single attack.
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02-24-2008, 02:40 PM,
#3
RE: WWII TFB
hero_33 Wrote:Hey all,

How many movement points do you need in the first blitzkrieg remaining after movement in order to attack?

Looks like three MPs - but I am using a new title in the works. Funny things is, I can't find it in the Docs, so I'll check with Tiller when he returns.

As for a scn - it is all a matter of taste and opinion - just try one. We started with Poland and if that is too big try Started.scn.

Glenn
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02-25-2008, 02:58 AM, (This post was last modified: 02-25-2008, 02:59 AM by hero_33.)
#4
RE: WWII TFB
Thanks for the respons guy's.

I suspect it is 3 as well but couldn't find it in the manual.
confirmation would be great Glenn.

Steve.
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02-25-2008, 04:19 AM,
#5
RE: WWII TFB
fastphil Wrote:· A unit must have enough movement points remaining to initiate an attack, as determined by Parameter Data and, for non-artillery units, the movement cost into the defending hex.

Thanks Phil - and the Combat Cost is +2 as seen under HELP | Paramater Data in the Combat section.

Glenn
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02-25-2008, 05:16 AM,
#6
RE: WWII TFB
Is there any news of the next TFB to be released ?
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02-25-2008, 05:56 AM,
#7
RE: WWII TFB
Yeah, Glenn said "new title in the works," but I think you'd have to put the thumb screws on him in order to find out what that title is.

(Barbarossa?)
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02-25-2008, 08:40 AM,
#8
RE: WWII TFB
Its 2 mp plus COT. So for a PZ Div to attack a unit in a woods hex its 4mp, for Infantry it would be 3mp. If across a river add in more mps depending on the the type of river and unit attacking. Don't forget it will cost you an extra mp to move up to a unit for the zoc cost. So to move up to a unit thru clear terrain, that is in clear terrain, to attack it you will need to start off with 5mp, of course interdiction might also add to the costs.
Cheers
Michael
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