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Post by phgamer on Feb 2, 2017 17:48:08 GMT
Is there an official rule on how to handle Industrial Might and Breakpoints? If a unit is brought back does it negate it being destroyed, or is it another unit and adding .5 to the breakpoint?
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Post by mikedski on Feb 10, 2017 15:57:53 GMT
Always played it as negating the prior kill. So your break point is based on your original starting number of units. That number does not change.
Is that official? Don't have the rule book handy.
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Post by gdieckhaus on Feb 10, 2017 17:37:09 GMT
By the book... "Only units purchased as part of the army are counted towards this total, and never any units included in a scenario for free or constructed during the game (for example by a Martian Constructor Engine). Free and constructed units are ignored when it comes to calculating how many units an army contains and how many units have been destroyed. Human field fortifi cations and Martian static defenses are also ignored, even when they are purchased as part of the army. Note that only actual units count towards the break total, and not blips or traps. Units included as reserves or reinforcements do count – even if they are not actually on the table." and "To represent the extraordinary industrial output of the United States, the US Field Commander may expend his Order markers to send for reinforcements at the start of any of his turns. Reinforcements can be drawn from any of the player’s units that have already become casualties. A maximum of one unit may be ordered as reinforcement each turn. A unit worth up to 200 points can be ordered as a reinforcement for 1 Order marker, a unit worth up to 400 points requires 2 Order markers, a unit worth up to 600 points requires 3 Order markers, and so on. Once a unit is ordered as a reinforcement, it is treated exactly as a unit placed in reinforcement at the start of the game"
So a industrial might units are treated as reinforcements and do not count in any way towards the break.
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Post by phgamer on Feb 10, 2017 18:46:31 GMT
Gdieckhas, Good quoting of the rules, but the way I am reading what was posted, I come to the opposite conclusion. The book: "Units included as reserves or reinforcements do count – even if they are not actually on the table." and "Once a unit is ordered as a reinforcement, it is treated exactly as a unit placed in reinforcement at the start of the game"
So how does that follow that Industrial might reinforcements and do not count in any way towards the break?
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Post by mikedski on Feb 10, 2017 19:03:00 GMT
Thanks for posting the extract of the rules. Very helpful. But I respectfully disagree that they do not count for morale.
May they should count in increasing the overall unit count for morale?
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Post by loyalist on Feb 11, 2017 1:38:08 GMT
There's nothing in the rule book giving Industrial Might to the BEF so it looks like it applies only to the US, as written. Can't use it for Canadian forces either.
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Post by gdieckhaus on Feb 11, 2017 18:14:40 GMT
Gdieckhas, Good quoting of the rules, but the way I am reading what was posted, I come to the opposite conclusion. The book: "Units included as reserves or reinforcements do count – even if they are not actually on the table." and "Once a unit is ordered as a reinforcement, it is treated exactly as a unit placed in reinforcement at the start of the game" So how does that follow that Industrial might reinforcements and do not count in any way towards the break? You are correct, I misread that line... So units that are reinforcements count... therefore industrial might (which are reinforcements) also count. Gregg
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Post by scottwashburn on Feb 13, 2017 1:39:48 GMT
Of course Industrial Might units are entirely optional to the US commander. He could use his order markers for something else and never use Industrial Might. They aren't like units that are scheduled as reinforcements as part of a scenario.
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Post by phgamer on Feb 13, 2017 21:07:03 GMT
Agreed Industrial Might is optional. I just would like a clarification on reinforcements counting or not towards the demoralization level. I don't care one way or the other. Right now we have justifications based on a double dereferenced set of rules. Either way is justifiable. You don't know if they are coming, or they will be late and have minimum effect so they should not count. Or. Reinforcements arrive just in the nick of time! And there was much rejoicing.
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Post by scottwashburn on Feb 14, 2017 13:24:31 GMT
My personal opinion is that they should count toward the army's break point. The break point represents the army's morale, and few things help an army's morale more than the arrival of reinforcements.
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Post by phgamer on Feb 16, 2017 21:25:03 GMT
Absent a clarification, I am going to count Industrial Might as part of the army for demoralization level. But they must be successfully brought onto the board. Other "House Rules" The clamp tank does not count as a unit for the purposes of human demoralization.
Units brought back using American Industrial Might count as additional units. Effectively each unit brought back raises the human demoralization level by .5. They must be successfully brought onto the board for this purpose.
The Towering Ruins are passable to human vehicles, at half speed, but remain impassable to Martian Tripods.
Humans in Towering Ruins have their defense against heat rays and shock canisters improved as follows:
Infantry +5/+3, Artillery +4/+2, Vehicles +2/+2
Humans in Towering Ruins have their defense against green gas and black dust improved as follows (wind tunnel effects):
Infantry +2/+2, Artillery +2/+2, Vehicles +1/+1
When in assault combat, the defenders do not get a bonus for terrain advantages for the "to hit" roll, but do get the terrain armor advantage, if any.
Macadam roads give a movement bonus to tripods.
Dirt roads give a movement bonus to humans only.
The cost of a Tesla Gun is reduced to 175 points.
The cost of a Land Ironclad is increased to 1,500 points.
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Post by hardlec on Feb 16, 2017 21:32:51 GMT
Give night, or give me Bluecher!
British General, somewhere in Belgium.
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Post by madmorgan on Mar 10, 2017 22:18:46 GMT
Okay, my two cents. Most of you know I've started (some time ago) using a different system for calculating BP. The percentage method has the advantages of 1/Allowing all units to be counted according to their worth, 2/allowing shifts for elite or poor morale units for the entire force, 3/are easy to calculate on the spot. All Martians (at least for now) are at 50% of their point total. For example, a 1500 point force has a BP of 750 points. At present, all Martian reinforcements and/or reserves are part of their initial total, so no need to change the BP with their entry. As an aside, I'm working on a type of 'Industrial Might' for the Martians as well. For human forces, the usual 50% works fine. Reserves should be tallied with the original force number. So a 1500 point force with a BP of 750 that adds a Reserve of 300, has a game start BP of 900. Reinforcements can easily be added during the cost of the game and the BP is adjusted accordingly. For example, in the above 1800 point game, the addition of a 200 point unit on turn 3 causes the BP to become 1000. If a human force is over 50% Elite (ei +1 on Morale rolls) or Courageous (needs '1' to break), you can adjust the usual 50% BP to 60% for the Elite force or a whopping 70% for the Courageous force. For an example, our 1800 force is Elite so you would use 60% for BP total - or BP = 1080 points. For a Courageous force of 1800 points this becomes 1260 = BP. All of the above allows all units to be represented as their value to the total - a Veteran Tripod or Kitchener tank being destroyed has an affect representing their worth to the force, not just a one point to an 'per unit' BP system, where the Scout or Mk II counts the same as their more powerful cousins. Of coarse, you still leave out 'non-BP' units like Flivvers and Lobototons. As a final note, I'm working on the battle of Gallup Redoubt from Scott's second book. In that, I'm hashing out some rules for a Martian style 'Industrial Might' which I think will be called Replacement Machines. This is to cover the way "Q" and his associates had extra tripods to move to if theirs were badly damaged during the battle. A case of few pilots for many machines. I think it will work. Of coarse there is that time that the pilots are in transport pods to the undamaged tripods. Still working on that. Cheers!
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Post by hardlec on Mar 12, 2017 1:15:49 GMT
Bully
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