Okay, my brother and I just played our first game of SGII last night (me with
40k Space Marines, him with 40k Squats and WARZONE Bauhaus troopers) and we
have some questions.
1. If an individual has joined a squad and the squad routs, does the
individual have to rout too?
2. If an individual who is a medic moves to within 2 inches of a squad can it
use one of its actions to treat the wounded or must it just join the squad and
the whole squad wait until its next activation?
3. If an indidual with leadership ability is in a squad, does that squad get
four actions if both it and the invidual are activated at the same time?
4. If a leader transfers actions to a unit and the unit has already fires, can
the unit fire again or just move.
5. What happens when an artillery strike is called down on a unit who is
behind a hill and out of LOS from the caller?
6. Can any number of support weapons fire along with the small arms of a unit?
7. Is it normal that a squad that starts the game at CO and with 8 figures
would be whittled down to 1 figure (not even the original leader) and still
have a confidence level of ST? (Veteran squad, command level 2).
Thanks for any help!! This is an AWSOME game!
-Greg
> At 06:33 AM 8/26/96 -0400, you wrote:
Yes.
> 2. If an individual who is a medic moves to within 2 inches of a squad
Must do a regrouping action first to join the squad.
> 3. If an indidual with leadership ability is in a squad, does that
Only if he makes the communications test first. It can be a verbal one, he
only needs to test against his LV and it can't be jammed by EW.
> 4. If a leader transfers actions to a unit and the unit has already
A unit that has recieved a transfer can activate again, even if it has already
activated. This means the unit can take its two actions again, yes it can fire
again. Cool huh? This is worth jamming if you're the enemy.
> 5. What happens when an artillery strike is called down on a unit who
The accuracy roll for the leader that called in the arty is 2xLV of the
caller. Bad news when you consider it can deviate #xd8 # being what you missed
the accuracy roll by.
> 6. Can any number of support weapons fire along with the small arms of
As long as it can fire at dispersed targets. yes.
> 7. Is it normal that a squad that starts the game at CO and with 8
Yea, but you'd have to make some awsome rolls in there somewhere. A high
confidence level would help or some crazy stand and die orders.
> Thanks for any help!! This is an AWSOME game!
I think so to. Happy hunting.
> -Greg
> A unit that has recieved a transfer can activate again, even if it has
I disagree with this one. On page 16, under AVAILABLE ACTIONS, next to the
double asterisks, it says "Unit may perform TWO fire actions, but only with
DIFFERENT weapons; any single weapon may only fire ONCE per game turn." That's
per game turn, not per activation. Furthermore, there is a clear difference
between game turns and activations in other
aspects of the rules. So I would conclude that even if you re-activate
a squad with leadership that squad can not fire again.
> A unit that has recieved a transfer can activate again, even if it
Yea, thats what I thought at first too. But on the same page, second column,
6th paragraph it says, "If the communications action is sucessful, then the
subordinate unit may immediately make a full ACTIVATION (two actions), just as
though it was on its own normal activation turn; this is carried out BEFORE
the opponet's next activation occurs, as it is all considered to be part of
the superior commander's activation." Without stating what "normal" means it
is kind of confusing.
On page 33, 6th paragraph, the book says, "IMPORTANT NOTE: as a general rule,
NO WEAPON MAY BE FIRED MORE THAN ONCE PER TURN; a unit may perform two fire
actions in one activation, but they cannot both be with the same weapon(s)."
Now our group took this to mean that under "normal" circumstances this is
true, but the activation command was an exception.
We at first thought this sounded so powerful it couldn't be right. When we
have played it this way we discovered an amazing fact....people started using
their EW guys to jam communications rather than holding all of their EW chits
to use against your support fire. It didn't unbalance the game, and could add
a surprise punch as well. Besides a bunch of green troops under a LV2 really
don't have a great chance of activating a unit, especally if an EW guy is
interfereing. When you condsider that a platoon leader could only activate two
units max "if he makes his rolls" it really isnt that unbalancing. Besides,
both sides can do it. We've tried it both ways, and the game is great either
way!
> On page 33, 6th paragraph, the book says, "IMPORTANT NOTE: as
Far be it for me to rules-lawyer ;), but I still think this is wrong.
There is a definite difference between a TURN and an ACTIVATION. A TURN
is the entire game turn from the first activation to the last. The activation
is merely the two actions a Squad can perform. So yes, a squad can be
activated and do all sorts of neat things, like removing suppression fire or
tending to wounded or moving or getting into position
or close-assaulting or whatever, but it can only fire each weapon once
per turn, not once per activation.
> We at first thought this sounded so powerful it couldn't be
Yeah, unless one side doesn't have EW ;), like you're fighting low-tech
guerrillas or something.
None of this really matters, of course.
Hey, does anyone out there allow a single squad to activate more than twice in
a single turn? i.e., a squad activates, then a leader activates
and re-activatest he squad, then the leader uses its section action to
re-activate the squad a third time? We haven't allowed this, but I'm
not sure if the rules specifically make it impossible or not.
Thanks for all the answers to my questions. I would also think that a unit can
only fire once per turn, not per activation, but I wanted to know what the
general concensous (how do you spell that?) was.
I thought of two other questions:
1. Why use the red chits with the black skulls to mark killed figures, why not
just take them off the table? I can't find anywhere in the rules where they
have any impact. For confidence tests, killed figures don't count as wounded
when left behind.
2. If a unit if fired on for the first time in the game and the leader dies,
does it have to take 3 confidence tests? (One for being suppressed, one for
taking a casualty and one for losing the squad leader.)
> Hey, does anyone out there allow a single squad to activate more than
I figured a squad could only be "re-activated" once per turn. Otherwise,
with "high command" on the table, a squad could move 3 or 4 times!!
Thanks!
-Greg
> 1. Why use the red chits with the black skulls to mark killed figures,
CAVEAT- I don't have my rulebook handy, so these could be wrong! ;)
1) So that you can go back and pick up support weapons? More likely, it was
just something to put on the back of that counter, and a memory aid to see how
many you lost.
2) I'm pretty sure the answer to this one is no, you only take one test, but
you take it with all the applicable modifiers.
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