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Fury of the bear expansion : Remarks and questions


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#1 Fred34

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Posted 23 July 2011 - 09:10 PM

Hi,

Sorry but, I'm French so my english is not perfect. I bought the last expansion of TOI a few days ago. This new one is quite interesting, but there's some problems ou questions ...

1 - Problem about Cards : Normandy expansion introduced Optionals Rules Commanders but in Fury Of the Bear expansion, there isn't any Soviet Commander. Anotyher example : In Fury of the Bear expansion, we find new combined Strategie Deck but only for German and Soviet. No combined Deck for US ws German ou British vs German. It's the same for Saboteur Cards, no cards for US or British Player. This is strange ...

2 - Problem about specializations : For specializations, Normandy expansion introduced Campaign Specialisations, based on standard ones. Fury of the bear add new specialization token without theirs compaign associated tokens.

4 - Problem about tokens : For Terrain tokens, Normandy indroduce capability of destroying Buildings and the associed ruins tokens. But in Fury of the bear, no ruins token in snow. Same remark for Crater tokens.

5 - Question about saboteur specialization : If I understood the rules, only one nation can have Saboteur specialization at a time. Is that true ?

6 - Another remark and proposal about AT Gun :  In the Days of Fox expansion, equipments were introduced. I think trucks or half track can tow AT Guns for more than one hex. It might be interesting on creating a new operation Card witch can be : A squad in the same hex than an AT Gun and an half track/Truck spend 1 movement point to hook a AT Gun at this vehicle, then the AT Gun can be towed. This vehicule lose 3 movement points for any movement except on roads. Separate the vehicule and AT Gun cost 1 movement point for the squad in the same hex than the AT gun and the half track/Truck. Heavy vehicles cannot tow AT Gun.


 

I translated in French all cards  about saboteur specialization. I make my own cards, so it can be easy for me to prepare new cards for combined Deck, Saboteur specialization, or Soviet Commander, even new operation Card.

FFG must have a thought about the next expansion. By another hand, perhaps making new cards out of any expansion and sell them can be a good idea. Same remark for tokens.

 

Thanks in advance for your returns.

 



#2 Fred34

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Posted 23 July 2011 - 09:18 PM

Same text with corrections ... sorry.

 

Hi,

 

Sorry but, I'm French so my english is not perfect. I bought the last expansion of TOI a few days ago. This new one is quite interesting, but there's some problems ou questions ...

1 - Problem about Cards : Normandy expansion introduced Optionals Rules Commanders but in Fury Of the Bear expansion, there isn't any Soviet Commander. Another example : In Fury of the Bear expansion, we find new combined Strategie Deck but only for Germans and Soviets. No combined Deck for US ws Germans ou British vs Germans. It's the same for Saboteur Cards, no cards for US or British Player. This is strange ...

2 - Problem about specializations : For specializations, Normandy expansion introduced Campaign Specialisations, based on standard ones. Fury of the bear add new specialization tokens without their compaign associated tokens.

3 - Problem about tokens : For Terrain tokens, Normandy introduced capability of destroying Buildings and the associed ruins tokens. But in Fury of the bear, no ruins token in snow. Same remark for Crater tokens.

4 - Question about saboteur specialization : If I understood the rules, only one nation can have Saboteur specialization at a time. Is that true ?

5 - Another remark and proposal about AT Gun : In the Days of Fox expansion, equipments were introduced. I think trucks or half track can tow AT Guns for more than one hex. It might be interesting on creating a new operation Card witch can be : A squad in the same hex than an AT Gun and an half track/Truck spend 1 movement point to hook a AT Gun at this vehicle, then the AT Gun can be towed. This vehicule lose then 3 movement points for any movement except on roads. Separate a vehicule and a AT Gun cost 1 movement point for the squad in the same hex than the AT gun and the half track/Truck. Heavy vehicles cannot tow AT Gun.


 

I translated in French all cards. I make my own cards, so it can be easy for me to prepare new cards for combined Deck, Saboteur specialization, or Soviet Commander, even new operation Card.

FFG must have a thought about the next expansion. By another hand, perhaps making new cards out of any expansion and sell them can be a good idea. Same remark for tokens.

 

Thanks in advance for your returns
 



#3 Aussie_Digger

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Posted 24 July 2011 - 12:43 AM

Also we need desert trenches and minfield tokens (as FotB came with snow and grass ones, but no desert)

The link below is my take on Transporting AT guns (I use it when making my own scenarios) (note it can also be used for haltracks)

http://www.fantasyfl...=1&efidt=478202



#4 Fred34

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Posted 24 July 2011 - 09:11 PM

Yes, you're right for tranches. Concerning AT Gun transportation, I read your topic. It's interesting. Of course, it's more difficult to limber ou unlimber an AT Gun  than entering ou exiting a vehicle. So your rules are better. But, I think that a vehicule with an AT Gun cannot move so fast, except on roads.

KlausFritsch said

"Gun Transport: This vehicle may transport one squad and one gun. To limber the gun, the vehicle must be in the same hex as the gun and the squad (the squad may be in an entrenchment and may leave the entrenchment as part of the action). As one action, place both the gun and the squad entering the vehicle on the off-board transport marker and fatigue both the gun and the squad. To unlimber the gun, as one action, fatigue the gun and the squad leaving the vehicle and place both the gun and the squad in the same hex as the vehicle. If there is an empty entrenchment in the hex, the squad may enter the entrenchment as part of the action. Both limbering and unlimbering provoke Opportunity Fire, either at the gun or at the squad, but not at the transport."

 

I prefer :

AT Gun Transport:

All Transport Vehicles may transport one squad and one gun. Heavy vehicles are not concerned.  To limber or unlimber an AT Gun, the Transport vehicle must be in the same hex as an AT Gun and a fresh squad.  If no squad is present in the hex, the fresh squad must be in the Transport Vehicle.

Limber an AT Gun : As one action, place the AT gun on the off-board transport marker. If no squad is already present in the vehicle, the squad may also enter Transport Vehicle as part as this action. This squad may be in an entrenchment.

As long as an AT Gun is limbered to a Transport Vehicle : The AT Gun can be targeted for an attack (even area attack) and it cannot fire.The Transport Vehicle lose 2 points of movement except on roads.

Unlimber an AT Gun :  As one action, the squad can unliber the AT Gun from the transport Vehicle. If no squad is present in the hex, a fresh squad inside the Transport Vehicle may exit the Transport Vehicle as beginning of this action. This squad may also enter an entrenchment present in the hex.

Those actions trigger Opportunity Fire and  fatigue those units except the Transport Vehicle which is not concerned by those actions.






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