Commandos/Rangers

Piercing Fortress Europa is a new game from veteran game designer Frank Hunter, which covers the campaigns of the Western Allies from July, 1943 through the end of April, 1945 in Sicily and Italy. Each area has its own map and time scale to best represent the campaigns for Sicily and Italy and the player is offered complete freedom, limited only by a historical order of battle and logistics model, to plan his operations and explore all of the many “what ifs” that the Italian theater has to offer.
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FrankHunter
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Joined: Fri Mar 26, 2004 6:07 am

Commandos/Rangers

Post by FrankHunter »

I'm going to be upgrading the manual asap and one of the things I'll be adding is the explanation of commandos.

Their primary benefit is that they can be used to invade a beach for a cost of a single sea transport point. With the beach active on the following turn additional units can be brought in using the lesser sea transport cost instead of the amphibious invasion cost.

They can also be transferred between friendly ports at no cost.

They have higher quality ratings than other units of the same nationality so are effective in raising the average quality of their side in battles.

Disruption reduces movement but the disruption penalty for commando, mountain and airborne troops is 50% less than it is for other units.
comsolut
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Joined: Sun May 30, 2004 8:13 pm

RE: Commandos/Rangers

Post by comsolut »

Good points to underline.
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churruca
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Joined: Tue Oct 29, 2002 9:12 pm
Location: Spain-Madrid
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RE: Commandos/Rangers

Post by churruca »

Initially I thought that may be they could land in other places than beaches.
Sorry, but I'm comparing this game with Avalon Hill Anzio all time. And I'm not sure but I think that commandos and rangers were able to land on ports and other non beach hexes (I will read the rules).
"Recuerdo cuando el Sol no se ponía en nuestro imperio!"
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