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The Devil's Cauldron: The Battles for Arnhem and Nijmegen» Forums » Rules

Subject: Event Markers rss

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John Kantor
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I don't have the rules in front of me (since there's no downloadable and searchable pdf version), but there were a couple of things about event markers that we weren't sure about - including some gamey uses.

First, if the German doesn't trigger an event marker when an Allied unit is adjacent, what happens if it moves into the hex? )

And it seems that there are some rather gamey ways the German can take advantage of Event markers - stacking with them (that's often important since they are on critical hexes - but it seems odd that a unit might magically appear in the middle of an occupied hex), setting up directly behind them (which is a rather gamey use of them, since they don't really exist as such).

Since the markers are supposed to represent the chaos and confusion, it would seem to me that once formed units get up to where the event marker is (end a move in the hex or adjacent), it should be removed/placed as appropriate. (I'd assume zero-step units would disappear and be reintegrated with whatever their parent formation was.)
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Nick Richardson
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John, if an Allied unit moves into a hex with an event marker, the marker is not flipped (it's only flipped for moving into an adjacent hex).
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John Kantor
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My point is that the allies should have a way of triggering event markets in order to avoid some of their gamey uses.
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