Frank wrote: Whiterook wrote:
Frank, mate...I wasn't expecting you to be so bloody aggressive
It really threw me off my mark right out of the gate. Your Defensive armor is scary, man....this is going to be a tough fight for me.
Who could resist the extra hex of move coupled with the 3 hex range
Does look like neither of us has our eye in yet though.
Just one thing though mate, it looks like I was a bit vague with my orders, I had meant that both Tigers went 2 hexs up the road. I think you had said that the "ace" was the same as being an HQ, did I misunderstand that bit? If he could not give a group order then fair enough.
I just popped in for a quick check on things before I head on out to my club so I will have a look tomorrow and get back to you.
No problem mate...I amended the earlier map with the second Tiger counter moved. Thanks for clarifying, and please DO clarify when you see something, as there are a lot of moving bits on several games so, I can easily see my missing things. This newer version of TonT also has some new rules that I need to get committed to memory...like my Soviets can only group fire if adjacent/contiguous to one another
...and Mass Activation. My poor old brain is getting a workout
That was a combination of things in my interpretation: A the one hex destination had me thinking one counter ('Tigers move 2 hexs up the road to D7' ); and I have come to think like a monkey in a lab, in terms of thinking of a unit (counter) as a platoon of tanks (hence, tanks, or Tigers) have me knee-jerk-reaction think a counter....
You know, the interesting thing is, after reading your post, I went back and looked at the rules to see what the counters are actually designated as....they're not
I am still assuming platoons, given the map topography like towns, but man, it would take a big argument to consider it one tank.