12-21-2025, 06:17 AM,
(This post was last modified: 12-21-2025, 10:26 AM by plloyd1010.)
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plloyd1010
Sergeant Major
    
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Posts: 3,428
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RE: AFV Leading activation questions
I vote for Move & Fire action, Combined action, or just Assault action.
The way we play, transports can unload before the assault, if the assault is conducted from an adjacent hex. If an extended assault, transports may unload after assault combat.
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12-23-2025, 08:43 AM,
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RE: AFV Leading activation questions
(12-23-2025, 04:22 AM)rerathbun Wrote: I like the fact that Assault is a Fire action. I think it gives you more flexibility in arranging an assault from multiple stacks of units.
Example: You have a single hex of defenders with four adjacent hexes (two combat units each) of attackers. You announce that you are activating all four hexes (with subordinate activation) to Fire. The two units in hex 1 use Direct Fire at the defender. If the defender is disrupted or demoralized, units from hexes 2 and/or 3 can enter the defended text and assault, while the remaining units can fire at another enemy if one is in range. If the defender is unaffected by the first two units' fire, you can continue using Direct Fire from units in hex 2, hoping for a Morale result so that units from hex 3 and/or 4 can assault. I agree.
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12-24-2025, 09:34 AM,
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leonard
Master Sergeant
   
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Posts: 312
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RE: AFV Leading activation questions
(12-24-2025, 12:56 AM)Blackcloud6 Wrote: (12-23-2025, 11:33 AM)leonard Wrote: A Move & Fire action - instead of a Fire action - allows the same flexibility AND has the advantage to prevent some unrealistic procedures.
What unrealistic procedures? The one we were discussing about unloading in an assault, for example.
Since assault is not a move action, there is no limitation for entering an assault hex even if it is prohibited terrain (like crossing a hedge for motorized) is another example.
Extended assault and overruns/cavalry charges clearly are move & fire by nature.
And so on.
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