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Crimea» Forums » Rules

Subject: Opposed Landings rss

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Dan Davis
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Under the rules as written, opposed landings appear to be too easy. All the Allies have to do is blast away w/ their 20 Fire Combat Factors (assuming only one ship can fire in a Simultaneous Fire Phase) one action turn after action turn until the Russians are all gone and then disembark.

One house rule would be to allow artillery to fire at ships, maybe w/ a neg DRM to make it a little more challenging.

Has anyone come up w/ a more developed house rule to deal w/ this situation?
 
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Michael Lind
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North Chesterfield
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My favorite response to anyone's question about how did something happen.
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Way back when this game first came out our club had some questions and some of them were about opposed landings.

One was whether more ships can fire than just those bringing in troops. We wrote to GDW and Frank's written response was, yes, more ships can fire than just those bringing in troops. So it's even worse than you thought - not just one ship.

That being the case, there's just no way to stop the Allies from taking advantage of their naval power.

You can block channels however.

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