07-16-2015, 09:18 PM
07-16-2015, 10:28 PM
Officially the optional rules come in 2 parts from APL: Part One and Part Two. 3 years ago a forum member compiled a PDF version.
Note to Drew: You may want to make those sticky before they fade into the abyss.
Note to Drew: You may want to make those sticky before they fade into the abyss.
07-17-2015, 12:08 AM
The Fog of War optional rule is highly recommended if your scenario has more than say, 50 pieces (you will probably your own threshold after a few scenarios). It adds a random element which will sometimes end a turn early, before you get all your activations in.
The Smoke and Illumination rule is also interesting; well-timed smoke is fun.
The Smoke and Illumination rule is also interesting; well-timed smoke is fun.
07-17-2015, 11:23 AM
I think I'll always try to play with Mire to keep tanks from just hiding in the woods all the time.
I'm playing one now where we're doing Move & Fire, Overrun and Mire. Move and Fire is VERY interesting for the late war when both sides have it.
rv
I'm playing one now where we're doing Move & Fire, Overrun and Mire. Move and Fire is VERY interesting for the late war when both sides have it.
rv
07-18-2015, 02:08 AM
(07-16-2015, 10:28 PM)plloyd1010 Wrote: [ -> ]Officially the optional rules come in 2 parts from APL: Part One and Part Two. 3 years ago a forum member compiled a PDF version.
Note to Drew: You may want to make those sticky before they fade into the abyss.
They're on this very site starting here: PG-HQ's Annotated 4th Edition Rules: 17.0 Optional Rules