Thank you very much usapatriot, I really appreciate it!
@donj22223 ай бұрын
P.S. It was just recently discovered that the German rules on retreat are contradictory. There are distinct rules on how to retreat Soviets and different rules for how to retreat Germans, with the Germans having an advantage as they only check for stacking at the end of their phase and can therefore choose what to lose if there is any overstacking. But the example shows a German retreat using the Soviet retreat rules! Since it has been so much time, it is not at all clear what is intended.
@epicsexycrafttime74753 ай бұрын
so if a stack of 3 german units gets attacked and the result is a d2, can they move through another stack of 3 german units, without any of them taking a loss?
@donj22223 ай бұрын
@@epicsexycrafttime7475 7.0 STACKING 7.1 SOVIET RESTRICTIONS The Soviet Player may never have more than three combat units in any one hex at the end of his Movement Phase and at any time during the Combat Phase. He may have as many as four units of any kind in a hex, as long as at least one of the units is a Leader. Informational Markers, such as German Air Interdiction Markers and Disrupted Markers, never count against stacking. Units may pass freely through other stacks of Friendly units, except during retreats, and the restrictions of stacking apply only at the end of the Friendly Movement Phase and throughout all Combat Phases. If units are found to be in excess of the stacking restrictions at the end of a Friendly Movement Phase or any Combat Phase, the excess must be eliminated and removed from the game at the the choice of the Owning Player. 7 .2 GERMAN RESTRICTIONS The German Player may never have more than three combat units in any one hex at the end of either of his Movement Phases or at the end of any Combat Phase (see also Case 9.73). The same penalties for overs tacking as apply to the Soviets (7. I) apply to the Germans.
@donj22223 ай бұрын
Note that the Soviet cannot overstack at ANY time during the combat phase, but the Germans just cannot at the end of the combat phase. It is very unusual to have different stacking rules, but there is in PGG.
@clarkcommando19833 ай бұрын
Good stuff
@epicsexycrafttime74753 ай бұрын
I really appreciate it clarkcommando 1983!
@donj22223 ай бұрын
This is a game where the Germans can be opportunistic as long as they keep some mech forces out of Soviet ZoCs which lock them in place. But the Soviets must have a plan starting on turn 1 in terms of where they deploy to form the main line of resistance, they cannot just play by the seat of their pants.
@midlandredux3 ай бұрын
A good demonstration on why it is a really bad idea for the Soviets to try to defend the western edge of the map.
@epicsexycrafttime74753 ай бұрын
lolol, So should they pull back to Smolensk and make their stand there?
@midlandredux3 ай бұрын
@@epicsexycrafttime7475 -- I do recall that was the standard defense back when the game came out and everyone was doing articles about it. If the Russians try to fight where the Germans are strongest they are going to be annihilated.
@epicsexycrafttime74753 ай бұрын
I gotcha, when I was playing it, I was playing as if the Soviet player was worried about losing too many cities too early. Thanks for the info!
@donj22223 ай бұрын
I think you paid 1 MP for a non-inf to go into woods, when it should be 2 MPs, which slows things down.
@epicsexycrafttime74753 ай бұрын
yeah I think you're right, only inf get to move through the woods at 1mp.
@billwales48613 ай бұрын
Bought the computer version of this game for my Apple 2+ in the early 80's. You couldn't use the 'pin' mechanism which made the whole thing totally different from the board game version, not in a good way.
@epicsexycrafttime74753 ай бұрын
Remember those old Apple II + from back in school!