piazzamento tedesco
ecco le house rules:
Red Barricades CG IV house rules.
These rules are an experiment to try to reduce the luck factor in the CGs between scenarios. Lets the luck in the battlefield ONLY.
All RB rules are unchanged except below.
1.1 The CPP Replenishment Number is still determined during the RePh with all applicable DRMs but no DR is actually required. The DR results are purchased by each player spending “DR points”. Each player MUST spend all his DR point during the CG and no DR point can be left unspent at the end. Nobody can spend less than 6 or more than 9 DR points in a single day [EXC: day seven].
1.2 Before the playing of day 2-7 scenario each player secretly “choose” the DR in the table 11.616 he wants for the next day spending “DR points” according the following table. Each day the DR he can choose for the following scenario is influenced/determined by the choices of the past days. So an early request of a big amount of CPPs means very scarce resources later. The number so determined is then adjusted during the RePh at the end of the scenario according all the DRMs normally applied.
1.3 Total DR Points for the CG IV Bled White are 42 for each player. This is the number of DR points that will be spent in the six days (being the amount for the first day already written in the card). It can be slightly increased or lowered by the player according the table.
Purchase table:
For day two-three-four ( 26th, 27th, 28th Oct) 21 points at least must be used. If in day two and in day three 12 points only are used the total amount for the whole CG is increased by +2 (i.e. 44 points for that player); if he uses 13 points in day two and day three the total is increased by +1 (i.e. 43 points for that player)
If the player uses 22 points in days 2-4 his total drop to 41; if he uses 23 points or more the total drops to 40.
For days five and six (29th and 30th) 13 points at least must be used. If the player uses 14 or 15 points his total (determined after days 2-4) is decreased by 1, if he uses 16 points the total is decreased by 2.
For day seven (31st October) the players MUST use all remaining DR points even if this number is > 9 or < 6 ( or even zero ).
EX: German player spends 6 DR points (the minimum allowed) for the reinforcement groups of day two (26th October)
After the first scenario in the RePh he adds to the fictional DR purchased (6 = +16 CPP) the DRM of the 11.616 as usual (-1 for current CG date, and +1 for selecting the chit “attack” in the previous CG day) for a net 0 DRM. So 16 CPP can be spent for the 26th.
Before the setup of scenario three the German again spends only 6 DR points. After the game he adds to the fictional DR 6 purchased the DRMs of the 11.616 table (this time a net +1 that makes the original 6 in a 7 = 15 CPP). Now having spent only 12 DR points in day 2-3, the German total is no more 42 DR points, but 44. For the last four days he must spend 44-12=32 points.
Now imagine that in the third day he spends 7 DR points, and not 6. The DRM for day three is a net +1, so the final number in the CPP table is 8= 15 CPP again. Having spent only 13 DR poins in day 2-3, the German total is no more 42 points, but 43. For the last four days he must spend 43-13= 30 points.
The Russian after scenario one spends 8 DR points to chose the CPP for day two.
After the game in the RePh he adds to the fictional DR purchased ( 8= +15 CPP) the DRM of the 11.616 as usual ( 0 for current date and -1 for 20 or more CVPs) for a net -1 DRM. So 15 CPP can be spent for the 26th.
Before the setup of scenario three the Russian again spends 8 DR points. And this happens also before scenario four. After each game he adds to the fictional DR 8 purchased the DRMs of the 11.616 table (in both times a net -2 that makes the original 8 in a 6 = 16 CPP). Now having spent 24 DR points in days 2-4, the total DR points are no more 42 points but only 40.
For the last three days the Russian must spend 40-24= 16 points.
2.1 Other rolls during RePh.
These rolls are made in front of your opponent during the RePh.
1. Encirclements & Minefields (11.6041-42)
2. Escape from isolation (11.6063)
3. for Wounded Leaders (11.610)
4. Battle Hardening & Promotion (11.6112-13)
5. SAN Adjustment & Booby Trap Deactivation (11.6121-23)
6. Equipment Repair & Replenishments ( 11.6131-35)
7. AFV Platoon Withdrawal (11.6142)
8. Fortification Removal (11.615)
9. ELR Loss/Gain (11.617)
10. Weather & EC determination (11.618)
3.1 RG Strength
Each player puts his RG just purchased in alphabetical ID order starting from the top of the Reinfocement table . If more than one RG has the same ID, purchased RG are listed first (on board, off board, and in reserve), and “at start” groups are listed after.
The first German RG is coupled with the first Russian, the second German with the second Russian and so on. RG actually purchased are secret and a single public DR is made for each couple adding the DRM applicable.
If a player has more RG than the opponent he continues to roll in front of him for all remaining RGs.
A player can also roll once more for one “dummy Coys” to hide the real number of Inf groups purchased. This fake roll is always the last.
Ex: It’s the 26th October and German player has purchased one A1 StuG B platoon, and two I1 Infantry Coys. Total three RGs
The Russian has purchased three I5 militia coys and one O3 Med Artillery. Total 4 RGs.
So the German player rolls once for A1 StuG B and the first I5 Russian Coy ( DR 7); once for I1 inf and the second I5 militia (DR 11), and once for the second I1 inf and the third I5 Russian coy (DR 4). The Russian finally rolls for his O3 Med Artillery (DR 10)
There are not DRM according 11.620 table. It means that only the second roll causes depletion to both groups: first I1 inf coy for German and second I5 Russian Militia are depleted. Also O3 Russian med artillery has scarce ammo (DR > 8).
3.2 Infantry Company SW
Each depleted Coy has only half (FRU) SWs available. The owner decides the SWs lacking [ EXC: if a Pioneer or Assault Engineer Coy is depleted at least a FT is lost].
An HW Pltn and a MOL-P Pltn that is depleted loses half (FRD) weapons and crews listed. The owner decides the weapons lost.
3.3 Infantry Leader Determination
For each two Infantry Company RG purchased make only one public DR. Apply the DR directly for the first in the group, and then "inverse" the DR for the second in the group according the following table:
DR for the first Coy of the couple: 2, for the second is 12
DR 3, for the second is 11;
DR 4, for the second is 10
DR 5, for the second is 9
DR 6, for the second is 8
DR 7, for the second is 7
DR 8, for the second is 6
DR 9, for the second is 5
DR 10, for the second is 4
DR 11, for the second is 3
DR 12, for the second is 2
Form couples in alphabetical ID order.
If more than one RG has the same ID, purchased RG are listed first (on board, off board, and in reserve), and “at start” groups are listed after.
If a odd number of Coys is purchased the first or the last in alphabetical ID order (owner choice) rolls an automatic DR 7 unless the opponent also have an “odd” Coys. In this case the German Player rolls on the table but the same result is also used for the enemy leader creation of that odd RG.
“Dummy”, coys, if any, roll for last.
Apply all listed DRM of the 11.6205 as usual after the DR determination.
Ex: The Russian Player purchases 3 Inf Coys, (one SMG Coy and two Militia Coys); the German purchases two Inf Coys. The Russian rolls once for I4-I5 coys while the second Militia (being “odd” and last in alphabetical ID order) has an automatic DR 7 unless the Russian opts to roll for Militia Coys leaving the automatic “7” for the first Coy in the list. The DR for Coys I4-I5 is a 6, so I4 has a DR 6 and I5 has a 8 on the table. All DRMs are applied normally.
The German player rolls once for his two Coys (I1 –I3) obtaining a 11. This means the I1 checks for leaders under the DR 11 on the table, while the I3 checks for leaders under the DR 3 line. DRMs are normally applied. Assuming now the German purchases only one Coy, the only DR made by the German (DR 11) is also the DR used for the “odd” Russian Coy that, for this reason, cannot use the “automatic” DR 7.
3.4 Armor Leaders
To not harm beyond the necessary the Fog of War no DR for Armor Leader is public. It’s still secret to not give infos to the enemy about RG tipology.