UDO GREBE - 02:29am Sep 8, 2000 PST (#252 of 254) Answers to Cold Days Questions 1) Partisan Divisions: Nowhere in the rules is there any statement that Partisan Divisions must remain in their home country. (I personally think that the intent must be that they're restricted to their home country, but we can't find anything that says they are.) > Rule 9.0 states that partisans can attack anywhere IN THEIR COUNTRY. Do you think we must especially state this for partisan divisions because some people might think that they are not a sub- category of partisans? Well partisan divisions cannot act outside their country. 2) When a city that is a supply source is cut of from the national grid, a new supply pool is established for that city. What isn't clear is whether that new grid starts out empty or whether, at the moment of creation, the player whose pool it is can put whatever stuff they want from the national pool into it.> Rule 3.7 on page 6 regulates if and when something can be moved between the National pools. This rule forbids the non active player to do any such transfers. In other words: if the enemy cuts off a part of your forces the supply that is already in the pocket (cities, airfields, HQs) will be there and looses its connection to the national pool. You cannot negate being "out of supply" when you see the enemy has cut off part of your froces and then you move some supply points into the pocket form the national pool. >3). Can tanks in fact move anywhere they want using those movement points, or are they required to create a battle if they use them at all? >> Tanks in EoA have the ability to "save" movement points for later use in the combat phase by marking them with a tank battle marker. After the resolution of the first tank battle the remaining MPs can be converted into either movement or new battles. Is the non-phasing player permitted to block this movement? YES If blocking is permitted, what happens to phasing units that lack the additional movement point that creating a tank battle requires? >If this happens the resulting battles are "normal" battles and no tank battle marker can be placed. 4) Can you mix strategic and normal movement in a single movement phase? YES Can you spend a movement point to get onto a railroad, then two to move four hexes down it strategically, then a fourth movement point to move into enemy zoc? > The latter is against the sequence of play which specifies that rail movement must happen before other movements. In order to be moved by reisl a units must start on a rail hex. >5) Not a rules question per se, but: From what we've seen, the Red Air Force seems ahistorically resilient and capable in the Barbarossa scenario. I'm under the impression that, historically, the Red AF was pretty much swept from the skies in the opening days of the war and didn't hinder luftwaffe operations until much later. We're finding that the extent to which the Red AF outnumbers the germans combined with the ability of the defender to pick and choose his air battles means that the Red AF has been inflicting noticeable casualties on the luftwaffe and has been fairly frequently successful in aborting/damaging the ground support for a battle throughout the summer. While we did miss that german air got +1 from surprise during the first turn of barbarossa, that doesn't seem enough to inflict all that much more damage on the Red AF, particularly since they are capable of deciding to just not fly during that turn.... Have the experiences of other people not been in line with this observation? >> Scenario book page 18 Barbarossa scenario states that the orange printed aircraft have to be placed in the nearest egligible airports from the front. This puts 90% of the soviet air force in range of the Germans. With the 1 st round surprise rule that all German units are +1 this results in +1 on air combat factors and +1 on tactical bombardment factors. Also any units that suffer an aborted result have to land on the nearest airports where they can be overrun by German land units. In all our playtests the results on the red air force have been devastating. If the soviet player chooses a strategy of holding back his airforce and to wait in what battle hexes Germany moves its airforce in, this can be countered in two ways: 1) hold back fighters of your own to attack soviet airforce committed to battle hexes with no German aircraft. 2) use air base attacks to hinder the Soviets to commit any of the aircraft on the attacked airbase. That instrument allows to maintain air superiority for a long time for the German aircraft are far better than their soviet counterparts. By using massive airbase attacks in a certain sector on the front you can possibly hinder any soviet air support there. The latter would enable you to commit bombers without fighter escorts there. It requires some experience to find the balance between the right amount of airbase attacks and supply expenditure. Hope that helps! Udo