Thank you for the video! “6.8.1 Pivot Step Regardless of their commands, all dismounted LEG and TOWED units, in any order, may change their facing to any hexside-pivot in place. Pivot does not expend movement; it is not marked with a Spot/Move counter.” When employing the Optional Turret Rules, an Adjust Turrets Step is added to the Adjustment Phase. If not using the Optional rule, it can often be too easy to flank your opponent or vice versa. Just trying to help. Cheers.
@campsawyer
Жыл бұрын
Thanks for the video. Glad to see some more video playthroughs on Panzer.
@WARdROBEPlaysWWII
Жыл бұрын
Whoa, nice to see advanced rules on YT, pretty rare.
@Jackdaw5
Жыл бұрын
Great to see this game being put through its paces, with advanced rules too, instead of yet another box opening. Panzer (with MBT) has become my favourite by far since I got back into the hobby. There's a lot to assimilate in the advanced and optional rules, but of course you can pick and choose. I've ditched bogging as it just seems to happen far too often and slows the game. Ditto turrets, purely because of the clutter. Another rule to be wary of is No Damage Bail Out - maybe appropriate for a green Russian or French tank crew, but unlikely a seasoned panzer crew would contemplate legging it every time an ineffectual round pings off the turret! The command and morale rules add a lot to the game, and are essential in my view. And in contrast to many, I actually like the original initiative rules. By the way, the difference between the two 'Smokes' is that some tanks can fire smoke shells with their guns, to normal ranges, and some are fitted with smoke dischargers that fire cartridges to obscure the tank itself (as long it doesn't move!). Looking forward to more of your videos. 👍
@GamesfromtheFront
Жыл бұрын
Thanks for all that! It does feel like it is a process to get to the ORs that work for each person. And good call out on the smoke. I think I get it now. Cheers (PS-I'm sick of unboxings too!)
@RotorYoda1986
3 ай бұрын
Not sure the pivot at 31:07 is a legal move. 6.8.1 mentions leg and towed units only. Also, on the TEC, pivoting in a path hex requires expenditure of a movement point. I know in your instance the unit had a point left over, but if a unit expends its entire movement allowance, then it would be unable to pivot. 4.5.1.1.5 seems pretty specific about which way the vehicle must face, and I don't see an allowance for different phases. 4.5.1.1.4 mentions free turns in a hex at the beginning, during, or very end of a move. No mention of pivoting in a subsequent phase. I may be completely wrong, but that's my interpretation of the situation. Thanks for the session.
@JoeKundlak
Жыл бұрын
Niiice, thx!
@GamesfromtheFront
Жыл бұрын
Heh, for sure. Shooty bits coming soon!
@JoeKundlak
Жыл бұрын
@@GamesfromtheFront Bah, shooting... Logistics is the King!
@GamesfromtheFront
Жыл бұрын
@@JoeKundlak That must be in one of the expansions!
@JoeKundlak
Жыл бұрын
@@GamesfromtheFront yeah, The Campaign for North Africa! Tangentially related...
@RobertO-ly5tb
Жыл бұрын
Just trying to help: “6.8.1 Pivot Step Regardless of their commands, all dismounted LEG and TOWED units, in any order, may change their facing to any hexside-pivot in place. Pivot does not expend movement; it is not marked with a Spot/Move counter.” With the implementation of the Optional Turret Rule an Adjust Turret Step is added to the Adjustment Phase. Otherwise, it can much easier to flank your opponent. Just a thought. Cheers.😊
Пікірлер: 15