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With so many special cases; here are some things to look out for:
We got the six strength point stacking limit w/ one artillery unit right; but missed:
1. In Palmetto hexes (which are essentially light woods and do not block LOS) only Indians and Light Infantry have ZOCs.
2. After a clear weather roll, the next weather roll is a +1; (got the limit of one gale storm per game).
3. ALL raid counters have 8 movement points (while staying under the raid counter only?)
4. “Strategic Movement” when only moving along roads OR trails (not in ZOCs) allows ½ MP per hex.
5. You CAN move one space from enemy ZOC directly to another.
6. Links from map insets to the main map had us puzzled.
We saw the allowance for Spanish units to go from “A” at Red Rocks
to “C” on left of main map; and Sappers starting on St Rosa island
come in as reinforcements on turn 7 (do the other two units
starting w/the sappers go also?) Also, it seemed to make sense
for the Spanish to simply ignore the poor shots in Red Rocks,
is this common?
7.The first number in the “Artillery Hit Table” is a 2 but should
be an 8, otherwise it is easier to hit with LESS firepower.
My gaming partner was better at finding solutions to most of these, but they detracted from my gaming experience. Hope there will be an official FAQ and brief sample game discussion posted for Pensacola.
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