Page 1 of 1
Groups
Posted: Wed May 09, 2012 12:25 am
by Moltke71
I understand how to make groups but don't understand how they move. I selct one, move it, select another, move it and then the group disbands. What am I missing? Thanks.
RE: Groups
Posted: Wed May 09, 2012 12:34 am
by Missouri_Rebel
It actually shouldn't be disbanding if, on your turn, you activate one of the units in that group first before activating any others.
mo reb
RE: Groups
Posted: Wed May 09, 2012 12:36 am
by e_barkmann
A Group Move only works where the units are in the same or adjacent hexes - did you perhaps move a unit away?
RE: Groups
Posted: Wed May 09, 2012 2:29 am
by FroBodine
Yeah, I don't understand it either. I select three or four units. One of them has a yellow border, and the others have a red border. When I move the yellow bordered unit, it moves by itself, and the others stay where they are? I don't get it. What is the advantage?
RE: Groups
Posted: Wed May 09, 2012 2:44 am
by Missouri_Rebel
The advantage is that you get to move all the units in the group before your opponent gets a chance to react.
RE: Groups
Posted: Wed May 09, 2012 6:54 am
by tgb
OK. I was thinking that when you move one member of a group, they all move, keeping the formation.
RE: Groups
Posted: Wed May 09, 2012 9:39 am
by Joram
No, they move individually and you have to keep them contiguous. Also recall that group fire gives a bonus and is a great way to crack a tough nut (like a KV!!).
RE: Groups
Posted: Wed May 09, 2012 11:25 am
by raizer
Group fire observations: I think its the last unit you pick in your group that becomes the fireleader-as he is green and the others are red-APs costs and the initial fire value # comes from him, and the others will be +1.
Also I think that your unit must be able to provide a positive value, after terrain mods are in effect, to get that +1 added-so a 2 FP rifle team firing at a guy in the woods that has a -2 mod will not add to the group? I might be mistaken or clicking in the wrong sequence but I think this is correct. I always thought in the board game you just need a +# at the outset, prior to terrain mods to get that +1 added to the group fireleader but I might be wrong about that as well
RE: Groups
Posted: Wed May 09, 2012 12:32 pm
by tgb
If you use the Free Move card on one unit in a group, do the other units benefit from it as well?
RE: Groups
Posted: Thu May 10, 2012 2:31 am
by Lebatron
Card actions work the same on a group as they do on a single unit. So something like move 2 hexes actually works to your best advantage when you can group move since then you are multiplying the effect. Another example would be to use hasty defense on a group then all would get the benefit at once. But in practice finding working opportunities like this is hard.
RE: Groups
Posted: Sun May 13, 2012 11:57 am
by sandman2575
What are the downsides of forming groups? or is it just understood that you should *always* form groups whenever possible, in order to get the group fire bonus and have the ability to move several of your units before the enemy has a chance to react? (seems a quite powerful tactic -- almost to the point of being an exploit??) anyway, love to hear what the disadvantages are --
RE: Groups
Posted: Sun May 13, 2012 12:15 pm
by Joram
Well one disadvantage is that if you used all your units first, your opponent will be able to do whatever he wants without you being able to react.
RE: Groups
Posted: Sun May 13, 2012 1:42 pm
by ericbabe
What Joram said [:)] Also you get fewer attacks when you attack with grouped units. Groups have to stick together to remain as a group, which may limit the tactical options you can take with grouped units.
RE: Groups
Posted: Sun May 13, 2012 3:41 pm
by tgb
I don't think I've ever seen the A.I. group units. I don't know if that's because it can't, or because it knows it shouldn't.