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CTABKA

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CTABKA last won the day on November 27

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  1. Manila historical module 25 scenarios, 1/3 large size scenarios and 2/3 standard size. 6 pages of rules are attached to the scenarios, another 30 rule pages only used if playing any of the Campaign games. Punched and trimmad down the corners of almost all counters from the 4 countersheets (about 10-20% stored away). Good quality of counters, maps.
  2. The best scenario played in the final during the weekend. ASL1 Fighting Border Withdrawal (updated version) Foto från start och senare foto av stridens kaos och oreda, då det kvarstår tre Ryska MPh och två Finska.
  3. Bar receptionen stängd mindre trevligt, eget förråd är bra att ha. Boende på kasern gård.
  4. Det stämmer, uppdaterat texten, kommer fler komplicerade exempel senare , och möjligen ett annat sätt att formulera sig.
  5. Tournament Rule or House Rule Rule Paragraph have been updated with the blue text in the end of the original rule (black text). A8.15 SNAP SHOT: Any unit wishing to make a Small-Arms/MG Defensive First Fire attack may claim a Snap Shot if it can trace a LOS to an entire hexside (even if that hexside is part of a blind hex) that was crossed by the moving unit in entering an on-board hex (even if the center dot of that hex is out of the firer's LOS) [EXC: A Snap Shot cannot be taken at a unit while entering the firer's hex]. The FFNAM/FFMO DRM cannot apply, nor does the TEM of most other terrain in the target hex (C.5C; however a wall/hedge/SMOKE/rubble hexside/spin of a hex being entered/exited can modify a Snap Shot if crossed by the LOF on the way to the target hexside). Snap Shots are resolved as Area Fire. If affected by a Snap Shot, the moving unit is considered in the Location entered thereafter. Neither an ordnance weapon nor a weapon using IFE/Canister can make a Snap Shot (see also B9.2 and C.5). A firer can make only one Snap Shot at a unit crossing a hexside, even if that unit is expending > one MF to enter the hex, but may do so after other (even non-Snap Shot) attacks. But the following provision to the above must be fulfilled to be able to fire a Snap Shot during the MPh that can have an effect. A unit making a Snap Shot, must see the hexside belonging to both hexes, as if a vehicle were in VBM along the “entire” hexside of both of the two hexes moved along or crossed (regardless if VBM is possible or not). Snap Shot require LOS to both hexes of the same hexside to be able to fire. First Ex: A unit in hex 2E5 may not make a Snap Shot vs a moving unit from 2G6 to 2H6 or 2G7. A Snap Shot is possible if the unit moves to any of the other four hexes. Second Ex: A unit in hex 3M5 may not make a Snap Shot vs a moving unit from 3N3 to 3N2 or 3O3. Snap Shot is possible if the unit moves to the other four hexes (or to all 6 hexes, if the firing unit had been at the first level of 3M5).
  6. The blue text in the end of the rule paragraph have been added. The other rule paragraphs are referred to in rule A8.15. A8.15 SNAP SHOT: Any unit wishing to make a Small-Arms/MG Defensive First Fire attack may claim a Snap Shot if it can trace a LOS to an entire hexside (even if that hexside is part of a blind hex) that was crossed by the moving unit in entering an on-board hex (even if the center dot of that hex is out of the firer's LOS) [EXC: A Snap Shot cannot be taken at a unit while entering the firer's hex]. The FFNAM/FFMO DRM cannot apply, nor does the TEM of most other terrain in the target hex (C.5C; however a wall/hedge/SMOKE/rubble hexside/spin of a hex being entered/exited can modify a Snap Shot if crossed by the LOF on the way to the target hexside). Snap Shots are resolved as Area Fire. If affected by a Snap Shot, the moving unit is considered in the Location entered thereafter. Neither an ordnance weapon nor a weapon using IFE/Canister can make a Snap Shot (see also B9.2 and C.5). A firer can make only one Snap Shot at a unit crossing a hexside, even if that unit is expending > one MF to enter the hex, but may do so after other (even non-Snap Shot) attacks. But the following provision to the above must be fulfilled to be able to fire a Snap Shot during the MPh that can have an effect. A unit making a Snap Shot, must see the hexside belonging to both hexes, as if a vehicle were in VBM along the “entire” hexside of both of the two hexes moved along or crossed (regardless if VBM is possible or not). Snap Shot require LOS to both hexes of the same hexside to be able to fire. First Ex: A unit in hex 2E5 may not make a Snap Shot vs a moving unit from 2G6 to 2H6 or 2G7. A Snap Shot is possible if the unit moves to any of the other four hexes. Second Ex: A unit in hex 3M5 may not make a Snap Shot vs a moving unit from 3N3 to 3N2 or 3O3. Snap Shot is possible if the unit moves to the other four hexes (or to all 6 hexes, if the firing unit had been at the first level of 3M5). B9.2 LOS: Wall and hedge hexsides are Half-Level obstacles to same-level LOS (A6.21) unless the wall/hedge hexside is part of the viewing/target hex. A Wall/hedge hexside never blocks LOS to any portion of its own hex, even in the case of Snap Shots or vs Bypassing units on the opposite side of that hex [EXC: 9.21 Entrenchments]. A Wall/hedge lying lengthwise (on a hexspine) exactly along a LOS is a Half-Level LOS obstacle only if the wall/hedge hexspine is not touching the viewing or target hex, or if the touching one of the viewing/target hexes and the vertex opposite of the viewing/target hex has walls/hedges on all of its three hexspines (see EX). C.5 VERTEX AIMING POINT: Any fire traced to a vertex (including a Snap Shot, which must be traced to an entire hexside; A8.15) rather than to a hex center dot, is subject to the following: C.5C The hex containing the target by definition must include the building/woods obstacle being bypassed, or the hex the target would remain in if affected by that fire (e.g., Snapshot [A8.15], Rowhouse “Bypass” [B23.71], Underbelly Hit [D4.3]) or the lower side of a cliff hexside being Climbed (B11.42).
  7. In the latest tournaments (orginized by me) the following rule have been used, have explained it a couple of times when asked and that is how we have played it. 11. SNAP SHOT: Not allowed across Walls/Hedges/Crest Line etc, ask TD that can explain the rule clarification (change?), in less than one minute, in simple terms, if a Snap Shoot is allowed or not (working on a re-wording/-written of rule A8.15). Tournament Directors from Borås and Copenhagen have asked if I could write down a House Rule for the tournament, that they may use themselves and perhaps even in America.
  8. New document to all scenarios: SWE VOL 2nd Edition, ASL Mod 12.5 HIP, Depletion, Notes SWE VOL 2nd Ed, ASL 12.5.pdf
  9. CTABKA

    CYKEL-AFV?

    SSR: The Riders of an Bicycle-AFV are always CX when it dismounts/Portage it.
  10. Finns 3 pack kvar att donera bort till självkostnadspris.
  11. When playing Red October CGI: X-Tag, 23rd Oct, the very first CG Scenario (German Morning Assault). I recommend to fold 1/4 (i.e., 20cm of 80cm) of the east edge Volga- river-map-section, to make it easier for the Russian player to play at the start of the CG. Otherwise, the man will need to stretch his arms over the map board during play and have a harder time to calculate LOS possibilities, less enjoyment for sure. The 2nd CG Scenario (German Afternoon Assault) the map should be folded out, since the German perimeter should be on the outside of the exterior factory walls, perhaps even gained control of factory hexes, and close to the railway embankment (west/east of it).
  12. Red Barricades CG III: The Barrikady First week: 17-22 Oct, during most CG play, need only to use half the historical map. 2nd week: 23-31 Oct, use of the whole map is needed, perhaps longer/shorter period of time, it depends how the perimeter have been established. 3rd and 4th week: 1-15 Nov, use of 3/4 of the map is only needed most of the times, The 9 hexrows A-I map section is folded beneath the 9 hexrows J-K section. This 3/4 part of the map is also only used for Red Barricades CG II: Operation Hubertus (4th week).
  13. RB CG III: The Barrikady RB CG II: Operation Hubertus RO CG I: X-Tag Historical DRM Charts Reinforcement Charts CPP Replenishment Table Weather Table & EC Table. Stalingrad Red Factories Reinforcements.pdf
  14. Precis köper allt för 4000kr, ser sedan framför mig, att först hämta från en missnöjd säljare (inte så kul) sedan 16+h att sortera (kasta) igenom allt I zip-påsar. Sedan minst 30+h att sälja/kånka/lagra/skicka-via-post, försäljning på 8000-10 000kr. Dvs minst 5-6 arbetsdagar under 2+års tid för att tjäna 5000 kr, kan lika bra hoppa in i grovdisken på operakällare några helger och dra in samma summa. Lycka till med att finna den perfekta köparen.
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