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Post by korvessa on May 8, 2024 22:12:05 GMT
Searching this forum, I found the answer I was looking for - and it makes total sense, I would just like to know where it is in the rules for my future reference.
Situation: Germans v American Airborne, "Rail Walking" scenario from "Blood upon the Risers" Two paratrooper scouts are lying prone on top of the railway as the Germans are moving through the woods towards them. It is the German action phase and the Airborne wins the In Sight test. In this case discretion is the better part of valor (outnumbered and outgunned) so the troopers duck back out of sight, ending the "In Sight"
I wanted to know if the Germans could finish their move. It makes total sense that they could, as otherwise the Americans could basically pin them in place forever. Ed confirmed this in answering an earlier post I found here. I don't doubt that interpretation at all, and would likely do it anyway, just would like to find it in the rules so I can highlight it and remember it. Thanks
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Post by dylanjones on May 10, 2024 7:24:42 GMT
I'm not sure if there are special scenario rules, but I can't see how the Airborne who won the In Sight can avoid firing at the Germans (who are the active side). Page 20 of Nuts (4th edition) says you must Fire doesn't it?
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Post by korvessa on May 10, 2024 7:39:48 GMT
Looks like I goofed. I was thinking they could use the 2" move because they won the test, but only the active player can do that. Although this seems like something scouts should be able to do - that is what they are for Original question still remains though.
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Post by Ed the Two Hour Wargames Guy on May 10, 2024 16:48:12 GMT
1 - I'm not sure if there are special scenario rules, but I can't see how the Airborne who won the In Sight can avoid firing at the Germans (who are the active side). Page 20 of Nuts (4th edition) says you must Fire doesn't it? Correct. The example referred to the previous set of NUTS.
2 - Looks like I goofed. I was thinking they could use the 2" move because they won the test, but only the active player can do that.
Although this seems like something scouts should be able to do - that is what they are for
Original question still remains though. No, the move is based on how fast you react, not the training of the troop. Rep affects that as it helps determine who can win the In Sight Test. However, it's your game so if you want to change it to fit, go right ahead. Just let the people you may play with know before the game starts. Hope this helps.
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Post by dylanjones on May 10, 2024 21:13:53 GMT
Looks like I goofed. I was thinking they could use the 2" move because they won the test, but only the active player can do that. Although this seems like something scouts should be able to do - that is what they are for Original question still remains though. NUTS Compendium on page 14 has rules for "Ambush and Hiding" that I use all the time for situations like the one you outline. They make sense and work well to allow troops the option not to blaze away at the first sight of the enemy. Getting back to what I think was your original question, in earlier editions of NUTS it was spelt out clearly that after the In Sight and any fire fight is resolved, the active player continues if his troops are in Carry On status still. So, the Germans could finish their active move if they're in Carry On status. I'm not sure why this was left out of 4th edition, but, as you say, it makes complete sense.
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Post by korvessa on May 10, 2024 22:11:38 GMT
Thank you Dylan
In addition to my US Airborne v. German Infantry armies I have, I am slowly working on building a Finish v Soviet one of rthe Winter War. I was wondering how a human wave type attack across open groiund would work (which Soviets did often enough then). Carry on and complete your move if you survive should do quite nicely. Thanks
I'll take a look at the ambush rules - thanks
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Post by Ed the Two Hour Wargames Guy on May 11, 2024 13:48:59 GMT
3:1 on the human wave enhances their success.
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