Stefan Anton Federsel - Apr 19, 2006 8:16 am (#3226 Total: 3242) TOGOLAND Q's 1) what happens when a British / French reinforcement hex is occpied by a German unit playing variant No.2 ? 2) when entering a village across a river it s 1 MP only (man made terrain supercedes natural) ? 3) I found it very hard for the Allied player to attack AGBERHOE in the historical game, as the Germans can create a big stack there and with the bridge down and entrenched defender it is a tough nut to crack. 2 German PK units along with a leader entrenched behind a blown bridge brings down a 4:1 score to 1:1. Any proposuals ? 4) Which Allied units must be separated from the game when Germans exit the map (variant No.2) Dennis L. Bishop - Apr 22, 2006 7:16 pm (#3242 Total: 3242) Stephan Questions TOGOLAND Q's 1) what happens when a British / French reinforcement hex is occpied by a German unit playing variant No.2 ? The Allied units can be entered in any adjacent hex, but must attack to become in supply. Rule 6.1 alludes to this situation. I suppose that it might have been specifically designated. 2) when entering a village across a river it s 1 MP only (man made terrain supercedes natural) ? When entering a village across a river it requires the Allies 4 MPs and the Germans 3 MPs. Only a bridge supercedes the natural cost of the river, not a village on either side. 3) I found it very hard for the Allied player to attack AGBERHOE in the historical game, as the Germans can create a big stack there and with the bridge down and entrenched defender it is a tough nut to crack. 2 German PK units along with a leader entrenched behind a blown bridge brings down a 4:1 score to 1:1. Any proposuals ? It sounds like you are fighting the Battle of the Khra River at Agbehrvoe. It is a good place to fight for the Germans. Half of the initial German PZs are required for this defense, and I am wondering, if it is GT 3, what the other Allied units are doing against the other PZs. If it is GT 3, the British have two leaders and St. Clair artillery. You did not list the Rule 11.1 Allied Artillery shift. This changes your equation to 2:1. You might be better off with the 1:1 odds. The Germans can only do this three times, and playing this way leaves most of the colony open to flanking move by the Allies. 4) Which Allied units must be separated from the game when Germans exit the map (variant No.2) This is up to the discretion of the Allied commander. Rule 14.2: "The Allied Player must remove two units for each German unit exited from the map through an eligible map hex." One last note, if you are playing the game solitaire, it is a very different game from a ftf game where each side can fake out the other. Dennis