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Conflict of Heroes: Storms of Steel! – Kursk 1943» Forums » Rules

Subject: New Rules = Awesome rss

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Artie Heinrich
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Hi everybody,

yesterday my buddy Chris and I took the new CoH-rules for a test run. We used Firefight 2 form AtB. And what can I say: it's quite a difference and what's more important: it's fricking awesome! We both really loved the changes.

If you want more specifics, Chris has typed up a little report detailing all the differences: http://boardgamegeek.com/thread/427865

Have Fun (we sure did!),

Artie

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Chris Gray
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I don't know much about these new rules. Are they replacing the old? Or just alternate rules? Can you play the first CoH with the new rules?
 
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David Jackman
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furtherbum wrote:
I don't know much about these new rules. Are they replacing the old? Or just alternate rules? Can you play the first CoH with the new rules?


The updated ruleset applies to both SoS and AtB. Yes you can(and should) play ATB with the new rules.

I concur. It makes the game go faster, and feel more intense. And makes more sense logically - no more do you have infantry running across open fields straight past MGs without some retaliation.
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Michael
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Yes, you can play AtB with the new rules.
 
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Bart Sims
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But where can I get those new rules?

Any link...?
 
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David Hong
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Hi DaRealOdi,

uwe wrote:
The rules for Storms of Steel done. I would like to get some reactions from players. There have been some subtle, but really deep reaching changes.
Meaning, the rules have been streamlined and I am told they are much easier to learn. But we also opened them up for better reaction ability. I am really excited about this and love playing the new system. We played most of the AtB firefights with the new ruleset and they were great.

Please email me at ueickert@gmail.com with a NON-BBG email address!!! This way I can send you the 9 meg file.

I would like some immediate comments to the rules then.

Thanks,
Uwe


Found @ http://www.boardgamegeek.com/article/3692561#3692561
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James Palmer
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Here's a quick rundown I wrote for Uwe of the new rules that can be integrated into Awakening the Bear. This will be polished up and posted as a file shortly:

1.1 Unit Types.
An "infantry squad" is now defined as any foot unit with an AP movement cost of 2 or less.

2.2 Taking Actions
All players can simultaneously have activated units. When both sides pass (or all but one person in a 3-4 player game passes), the round ends. A player can pay 1 AP or CAP to stall.

5.01 Foot Unit Causious Movement (Optional Rule)
The foot movement penalty and cautious movement rules are now one, optional rule, as opposed to two separate optional rules.
A foot unit entering a hex with a DM bonus (including Vehicle Cover, see 15.6) does not need to use cautious movement.

7.3 Destroyed Unit and CAP Track Adjustment
When your unit is destroyed, you immediately place it on the CAP track, starting with your maximum CAP allowance, and working your way down. If where you place the counter is on the same or lower square as your current CAP level, lower your CAP level to just below where you placed the unit by one.

7.4 Hits
Hiding the hit counter stats from your opponent is no longer optional, but is now a standard rule.

9.12 Group Firing
Supporting units in the firegroup must be within standard range (i.e., not long range) of the target hex.

10.0 Hiden Units
Hidden units may now be hit by any kind of incoming fire, not just red FP.

10.1 Hidden Movement.
Hidden movement now costs +3 AP when moving in covering terrain, and +6 AP if moving in open terrain.

10.2 Hiding units
When hiding units, they can now only hide one hex away from their original position, instead of 2.

14.0 Vehicle movement.
Wheeled vehicles now gain no bonus movement hexes unless performing road-to-road movement.
Wheeled vehicles may no longer enter hexes with barbed wire.

15.2 Vehicle hits
If a vehicle loses a specific colour of FP (red of blue), it may no longer make attacks against a defense rating of the matching colour.

21.0 Vehicle cover
Infantry squads do not need to move cautiously if entering the same hex as a friendly vehicle.

16.2 / 18.0 Anti-Tank and Infantry Guns.
The restriction that only small anti-tank and infantry guns may move into buildings hexes has been removed.

18.2 / 22.2 Bunkers
All foot units may now enter and fire out of bunkers.

19.0 / 23.0 Enginners / Pioneers
Engineers / Pioneers do not trigger land mine attacks, even hidden land mines.

Summary Sheet (Fortification & Defensive Counters)
The 1 AP penalty for vehicles passing other vehicles now only applies on road hexes.


EDIT: Updated rule for CAP adjustments to reflect Uwe's recent clarification.
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Artie Heinrich
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Hi James,

Thank you for your list detailing the changes - this is a great help and a good overview.

Regarding point 7.3 (CAP Track Adjustment) I'd like to point out this thread http://boardgamegeek.com/thread/427266, that discusses the effect of the new rule when the card that gives +1D6 CAPs is or has been played.

Regards,

Artie
 
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James Palmer
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Han_Heinrich wrote:
Hi James,

Thank you for your list detailing the changes - this is a great help and a good overview.

Regarding point 7.3 (CAP Track Adjustment) I'd like to point out this thread http://boardgamegeek.com/thread/427266, that discusses the effect of the new rule when the card that gives +1D6 CAPs is or has been played.

Regards,

Artie


Yes, I would say it's much riskier now to play this card if it will push you above your maximum CAPs, unless you plan on using the CAPs right away.
 
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Karl Bergström
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I've also tried the new rules now, and they seem to flow along nicely. I'll wait with a final verdict until I've tried more than the first scenario, though.

I have high hopes for the new game, which isn't only a good thing- I might get dissapointed! (I already know that the promised Wirbelvind (one of my favourites) won't be in the game, which is good, since it's a '44 tank)
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Artie Heinrich
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Felkor wrote:
Han_Heinrich wrote:
Hi James,

Thank you for your list detailing the changes - this is a great help and a good overview.

Regarding point 7.3 (CAP Track Adjustment) I'd like to point out this thread http://boardgamegeek.com/thread/427266, that discusses the effect of the new rule when the card that gives +1D6 CAPs is or has been played.

Regards,

Artie


Yes, I would say it's much riskier now to play this card if it will push you above your maximum CAPs, unless you plan on using the CAPs right away.


Hi James,

Oh my - now you got me confused. The way I read the thread (and the way we played it) was: you loose 1 CAP per casualty if your CAPs are at least at the last "free" space below your game starting CAP number. Should you have gone higher because of the +CAPs card you still only loose 1 CAP but from that (currently higher) position.
The way I read your answer means that you would always fall back to the space below the one where you put the casualty, which might result in loosing more than 1 CAP at that time.

Now how should that be played? What's the official word on that situation?

Confused,

Artie
 
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James Palmer
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Han_Heinrich wrote:


Now how should that be played? What's the official word on that situation?

Confused,

Artie


I think you read me correctly.

I'll give an example.

You start with 10 CAPs.
You spend a CAP, and now you have 9.
One of your units gets destroyed. Your new maximum # of CAPs is 9, but you won't lose any CAPs immediately; you still have 9 CAPs.
Now one of your units is destroyed again. Your new maximum gets dropped to 8 CAPs. Since you have more than 8 CAPs, your current total also drops down to 8 CAPs.
You play a "+1D6 CAPs" card and roll a 4; now you have 12 CAPs.
Someone destroys one of your units. Your new maximum gets dropped to 7 CAPs. Since you have more than 7 CAPs, your current total also drops down to 7 CAPs.

That's how it works. In the example, the "+1D6 CAPs" card did not really help, because of the unit getting destroyed. It is now risky to play the card if you are close to or at your starting CAP value.

This is the official way to play with the new rule. In practise, I haven't seen someone lose multiple CAPs this way; it's usually fairly easy to make sure it doesn't happen.
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Chris K.
Germany
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Hm ...

that is pretty much the opposite to what Nick Warcholak said about this rule in the other thread:

http://boardgamegeek.com/thread/427266


And IMHO your ruling is not covered by the letters of the rulebook.

So, until we get a statement from Uwe or in the FAQ Section I think we will stick with Nick's way of handling this rule.
 
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James Palmer
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Hmm... I'll ask Nick about it, as the document that Nick and I just created to explain the rules differences with the new ruleset gives them as I described them above.
 
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James Palmer
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I talked to Uwe about it, and it seems neither Nick and I interpreted it exactly as Uwe had intended it.

Uwe's response to my question:
"James, no, these extra CAPs are not affected. Only the base CAPs. So if a player has 4 CAPs available to him, rolls for 3 more for a total of 7CAPs, then takes a hit, he only goes down to 6. This could be confusing, but again, seldom happens."

So in summary, it looks like if you have your current base maximum CAPs or more, then you immediately lose one CAP, as well as dropping your maximum base CAPs by one.
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Artie Heinrich
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Thank you, James, for clearing that up. So we did play it right :-)

Regards,

Artie
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James Palmer
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Han_Heinrich wrote:
Thank you, James, for clearing that up. So we did play it right :-)

Regards,

Artie


No problem - glad to get that clarified myself! I've updated my previous post, and also updated the document that will at some point get posted on the Academy Games site as well as here on BGG.
 
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Sebastian Ross
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Felkor wrote:

21.0 Vehicle cover
Foot units do not need to move cautiously if entering the same hex as a friendly vehicle.


Isn't it only Infantry Squads that get vehicle cover (instead of Foot Units)?
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James Palmer
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sross wrote:
Felkor wrote:

21.0 Vehicle cover
Foot units do not need to move cautiously if entering the same hex as a friendly vehicle.


Isn't it only Infantry Squads that get vehicle cover (instead of Foot Units)?


That is correct! Thanks, I'll make the change.
 
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Eric O. LEBIGOT
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Felkor wrote:
7.3 Destroyed Unit and CAP Track Adjustment
When your unit is destroyed, you immediately place it on the CAP track, starting with your maximum CAP allowance, and working your way down. If where you place the counter is on the same or lower square as your current CAP level, lower your CAP level to just below where you placed the unit by one.
Great wording! It would be great if the rules were worded similarly in paragraph 7.3!
 
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James Palmer
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lebigot wrote:
Felkor wrote:
7.3 Destroyed Unit and CAP Track Adjustment
When your unit is destroyed, you immediately place it on the CAP track, starting with your maximum CAP allowance, and working your way down. If where you place the counter is on the same or lower square as your current CAP level, lower your CAP level to just below where you placed the unit by one.
Great wording! It would be great if the rules were worded similarly in paragraph 7.3!


Thanks!

Unfortunately that rewording came too late as the ruleset is already printed up. Perhaps in future editions it can be reworded in the manual. This will probably end up on the FAQ as I agree the original wording is somewhat confusing (as I myself misinterpreted it!)
 
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