Reserve Artillery

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On Target

Is it possible to receive a full explanation on "how many dice" are considered On Target?

Considering a Reserve Artillery roll with a value of "5", these could be possible options:

  • 1,2,3,4,5 - On target hex (no dice roll) and 1 die for each surrounding hex excluding "6"
  • 1,2,3,3,5 - On target hex (roll 2 dice) and 1 die for hex 1, one die for hex 2, two dice for hex 3 and one die for hex 5.
  • 1,2,2,3,3 - On target hex (roll 4 dice) and one die for hex 1, two dice for hex 2, two dice for hex 3.
  • 1,3,3,3,5 - On target hex (roll 3 dice) and place a shell crater (note all battle dice rolled on the on target hex count) and one die for hex 1, three dice for hex 3, one die for hex 5.
  • 2,2,2,3,3 - On target hex (roll 5 dice) and place a shell crater (note all battle dice rolled on the on target hex count) and three die for hex 2, two dice for hex 3.
  • 1,2,2,2,2 - On target hex (roll 4 dice) and place a shell crater (note all battle dice rolled on the on target hex count) and one die for hex 1, four dice for hex 2.

 

Bridges

What happens to units on a bridge destroyed by artillery?

Damaged Bridge over fordable waterway - a field artillery unit and tank on are eliminated. Infantry unit on can be in a fordable waterway.

Damaged Bridge over impassable waterway - a field artillery unit and tank on are eliminated. Infantry unit on can be in a fordable waterway. Note a damaged bridge is considered a fordable waterway hex.

https://www.boardgamegeek.com/article/22890032#22890032

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Mark McG replied the topic: #138 4 years 4 months ago
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