Sat Jul 30, 1994 GMT.GAMES I believe the correct hex is 2622 for the 1176/350 Inf. 2. Yes, that's how I read the rule. If there's a road, you can overrun. Sat Jul 30, 1994 D.RITCHIE5 [D.J. Ritchie] Ken - Just to confirm, Gene did give you the right answers. But I'll be fielding questions on Lost Victory from here on out. The intent of 7.46 is to prohibit overruns into forts, cities, marshes and mixed terrain and across rivers into muddy hexes, while allowing you to use roads to negate terrain other than the aforementioned types. Is that any clearer? Sun Aug 07, 1994 K.THURSTON [Ken] DJR, Also a couple of questions: 1. With careful deployment of partisans it is possible to place a partisan on each German rail supply route north of the weather line. This would appear to cut the supply of all German units north of the weather line. Is this correct? If it is, I see no way to rectify the situation. So, the question is: Do partisans sitting on a rail hex negate supply traced through it? 2. During overruns, the defending unit's ZOC is temporarily suspended. Does this mean no Reaction by the defending unit or it's formation is allowed? ( I say no reaction allowed, my opponent does not agree.) Sun Aug 07, 1994 GMT.GAMES David must have missed your Q, Ken. Here's the answer. Reaction is det declared and resolved BEFORE overruns.That makes it pretty easy on several counts, and should, I think, not leave any questions. On the other hand, if anything isn't clear, sing out. We're listening... Sat Aug 27, 1994 K.THURSTON [Ken] I have a question on Lost Victory. rule 20.42 says that until 20.41 occurs, all roads and railroads exiting the map through Entry Area D are Axis supply sources. The RR in 1401 does not have an Axis supply source symbol. Should it? Is it an Axis supply source? Sun Aug 28, 1994 D.RITCHIE5 [D.J. Ritchie] Ken - Yes: 1401 should have an Axis supply source. Tue Aug 30, 1994 D.RITCHIE5 [D.J. Ritchie] Ken - You read the rule about Entry Area D correctly. Also, the rail line in Entry Area C does NOT get a supply symbol. You've also got a rail line to Dniepropetrovsk, which you can use even in the Festung Kharkov scenario so long as it isn't cut anywhere in the active playing area. Since any Soviet force that cuts this rail line close to Kharkov is likely to imperil the more northerly line from Poltava as well, I'd make my southern pincer enveloping the city extra strong! Sat Sep 03, 1994 D.RITCHIE5 [D.J. Ritchie] Ken - Glad to hear you are enjoying LV and that the tips helped. You should find more ideas in the Playbook, though perhaps not as sweeping. Re your questions: 1. Yes you can place partisans to cover every rail line, and they do cut supply. BUT-- everyone starts out in supply, and the Axis player has three Ops Phases to move them off the the RR before he has to check supply. That means he will have to devote some rear area guys to anti-partisan warfare, which will further weaken the front, but that's just Life in Uncle Joe's Neighborhood. By the way, Gene likes to use the partisans early on in just the way you've described. I like to hide them in the woods where the Axis player won't feel compelled to go after them--then use them to support the Soviet offensive at its height. I don't know that either approach is superior, but however you do it, the Axis player is probably going to trap and kill your partisan bands any time they become more than an irritation. 2. Reaction is triggered by movement into a ZOC and temporarily halts all other game activity while the reaction is resolved. So...your stack marches into the hex next to an Axis unit. At that moment, the Axis player gets to announce his reaction BEFORE you announce your overrun. If he doesn't announce a reaction at the moment you move adjacent, then you announce your overrun, and there's no possibility of reaction until the overrun is resolved. If you START your movement in the hex from which you will be conducting the overrun, there is no reaction (he should have reacted away when you entered that hex during your previous Ops Phase or else not entered it in the first place during his Ops Phase-- too late now). The enemy units don't get back their ZOC's until after your overrun is resolved. However, once they get back their ZOC's, they can react to your having entered the target hex BEFORE you announce a new overrun. Tue Sep 20, 1994 D.RITCHIE5 [D.J. Ritchie] All - Those of you who have played Lost Victory solitaire know that one thing missing is the surprise shifts that occur when you bid for initiative against an FTF opponant. If you lack the multiple personalities needed to bid against yourself, try this method and let me know what you think: ----------------------------------- 1. When you start bidding, you take the role of the player who currently has the initiative and you make the first bid (choosing a number you feel accords with the number of attacks/overruns that side is likely to make). You continue to bid for that player throughout the Bid Phase. 2. Roll the die to determine the opposing side s bid. Subtract from the die roll result the number of the current turn if the Axis player has the initiative; add the number of the current turn if the Soviet player has the initiative. The result determines whether the opposing side raises the bid or passes (and whether it declares a Soviet General Supply Failure). 3. Interpret the results as follows: Unmodified 10 Or Modified Result of 10 or Greater. The opposing player bids 1 greater than your last bid; you get to bid again. Modified Odd Number Result Less Than 10 (No Unmodified 10). The opposing player declines to raise the bid; the side for which you are bidding has the initiative. There is no additional effect. Modified Even Number Result Less Than 10 (No Unmodified 10). The opposing player declines to raise the bid; the side for which you are bidding has the initiative. In addition, if the side with the initiative (the one for which you are bidding) is Soviet and a Soviet General Supply Failure is possible, the Axis declares a Soviet General Supply Failure this turn. Thu Oct 27, 1994 K.MARTENS The few questions I have are mostly double checks. Thanks. 1. 9.32 Is ZOC to ZOC movement 1 entering + 2 leaving + terrain even for entering and leaving the same enemy's ZOC? 2. 9.42 If one unit reacts and rolls a 2 is he disrupted twice? 3. 11.88 Why would a disrupted unit rolling for a survival check not suffer a further disruption to No Ops? 13.33 implies it should. 4. 9.4 Can a unit react away from an overrun? Is the strict sequence; move adjacent (pay ZOC MP), enemy reacts or not, then announce overruns (no reaction)? We love the rules but find the reaction of a far away member of the unit (DF/DR Infantry KG for example) reacting when his distant unit member is contacted a bit of a stretch. How about an 8 hex radius for any associated reaction? Fri Oct 28, 1994 GMT.GAMES Keith, I'll call David and make sure he checks in here to take care of your questions. Off-hand, I know that the sequence for your question #4 is 1. move adjacent 2. Enemy decides whether or not to react 3. declare overrun So, the enemy gets one chance (only) to react. After that, he's overrun bait! Message 121 Sun Oct 30, 1994 D.RITCHIE5 [D.J. Ritchie] at 16:28 EST Keith: OK. Questions... >>1. 9.32 Is ZOC to ZOC movement 1 entering + 2 leaving + terrain even for entering and leaving the same enemy's ZOC?<< Yep. It is indeeed terrain+1+2--even for entering/leaving the same unit's ZOC. >>2. 9.42 If one unit reacts and rolls a 2 is he disrupted twice?<< Nope. The number you roll is the number of UNITS that must be disrupted; not the number of DISRUPTION effects you apply. If you roll up more disruptions than you have units, ignore excess disruptions. Clearer? >>3. 11.88 Why would a disrupted unit rolling for a survival check not suffer a further disruption to No Ops?<< Because the bozo designer screwed up and forgot to cut a phrase out of 9.42 when he changed the rules. Case 13.33 is correct--and it DOES apply to survival checks. >>4. 9.4 Can a unit react away from an overrun? Is the strict sequence; move adjacent (pay ZOC MP), enemy reacts or not, then announce overruns (no reaction)?<< You have the sequence exactly right. And, yes, the idea is to allow units to dodge hasty attacks--at the risk of becoming disrupted if they maneuver too aggressively.