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Frontline: D-Day» Forums » General

Subject: Concerns with the terrain cards rss

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Chris Dirk
United States
Ohio
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I'm looking into getting this but there's one thing that worries me a little. It concerns the terrain cards. Just how many are there and what kind of variety is there? I know they are double sided but I noticed they are also numbered. Does this mean that the #3 card ALWAYS goes in the third spot? Double sided or not this seems like this would get same-y real fast.
 
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Sean McCormick
United States
Philadelphia
Pennsylvania
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There is the possibility of any of the terrain types to appear at any band range.
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Chris Dirk
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How does this work? Am I wrong about the upper, right-hand corner numbers?
Or are they only used for the scenarios?
 
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Gary Logs
United States
Wilmington
North Carolina
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It uses 3 double sided cards (total of 6 types) for each of the 9 ranges equaling 27 total terrain cards.
 
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Chris Dirk
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OK. Thanks. That helps a lot.
 
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Gary Logs
United States
Wilmington
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Chris, FYI this game has "THE" most incredible range of play options I've ever seen in one game (I have a pdf rules download from the old DVG website but don't see it there anymore):

- basic random
- historical scenarios
- campaigns
- varied troop quality levels
- 2 player or solo AI, as any nation force, in all the above!

This is tons of play range.

For me, the one house rule I use is to add some extra counters with the hit chits as "456 miss"'s to reduce fire power sureness and allow more movement risking.

Also, always play in your own self-interest against any AI choices you get. It is designed for that and will be brutal on you if you don't.

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Scott Key
United States
Knoxville
Tennessee
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All of what Sean & Gary said.
 
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Wilson St.James
Canada
Winona
Ontario
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ncree wrote:


For me, the one house rule I use is to add some extra counters with the hit chits as "456 miss"'s to reduce fire power sureness and allow more movement risking.




Will be trying this out asap.

edit: Let me ask, how many of those counters do you add?
 
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Gary Logs
United States
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theclergy wrote:
ncree wrote:


For me, the one house rule I use is to add some extra counters with the hit chits as "456 miss"'s to reduce fire power sureness and allow more movement risking.




Will be trying this out asap.

edit: Let me ask, how many of those counters do you add?


Don't remember for sure, I think I did 6. I'd try 9 next, in between pin (12) and morale (6) count range.
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