@ 27:23... because the target unit is in an orchard hex itself then the orchard in that hex does not hinder LOS, only the terrain in the hexes in between. The orchard in the target hex WILL add Cover +1 to the Defence FP of each Defender (and don't forget there would be a second Defence FP roll for the Leader unit by itself) @ 36:52 the defender's new Morale is 7, not 5 (8 on the Broken side, -1 for the Suppressed marker just added)
I think you messed up on the Artillery Attack roll and destroying the bunker. It is not the Attack Total like you used of 12, but should be the Artillery Impact Roll, in this case a 4 so it didn’t destroy the bunker. A firepower of 8 radio can only destroy a bunker with a 12, a card with two sixes. A radio firepower of 13 a much larger caliber gun will destroy a bunker on a Artillery Attack Roll of 7, much better chances. Otherwise the larger guns would need negative modifiers to get down to the bunker killing numbers.
26:30 should not have hindrance of 2 since the orchard is in a target hex and not the intervening hex (10.1 p2: Any Obstacle or Hindrance that is in - or part of, such as a Fence or Wall [T84, T97] - the sighting or target hex will not affect LOS)
At 32:40, when you describe the fire group, you note correctly that the broken 2-1-1 Rifle squad can't use the light machine gun, but you add the squad to the fire group even though it doesn't have the range to hit the target. With a range of only one, they can't join the fire group because their fire will never reach their target.
The broken unit is in the same hex as Sgt. Grein so it gets his command bonus added to its range making it 3 which is sufficient for targeting the Line squad in M6 :)
@@barthogenes5309 The downhill gives a +1 range ? Because when broken they have a range of only 1 and if we add the command bonus it makes 2 which is not enough...
Okay, both videos watched. I'm ready to do a solo game. Ill go Germans VS Russians, that way I'm not invested in who wins and who loses. It makes solo a bit better and more about the story than the win. Thanks again for these fantastic videos.
Dude, Even with my over critical self I don’t think there’s any suggestions of improvement. Great video great death. The speed at which you instruct is perfect especially for complicated rules. Also you didn’t gloss over mundane areas you fully explain everything. But I would say I think you were cracking up a little bit in the last 2 mins.
Yes, the game smells lovely. I was pleasantly surprised to be able to source an edition new at less than the £170 they're asking for it on Amazon UK. This will be my second tactical wargame having owned Up Front for years, a game I got to play only once. I ended up selling it on Ebay a couple of years ago. When I first got it I couldn't understand movement, however many times I read the rules. Many years later, with the aid of the internet and a Yahoo group dedicated to UF, I finally learnt how to move and organise the range chits. The single game I played was fantastic. Hearing that CCE is basically UF without AFVs, I thought that's for me, especially given my interest in WW2 infantry tactics. Not sure yet if the tray for the chits will be enough to take all of the pieces, so I haven't popped them out yet.
Something to note about the info at the end: Europe is the core game, and Mediterranean and Resistance are expansions that require Europe. Resistance is also best if you already have Mediterranean as it used some content in there.
One of the best ways to learn these games! Would love to see a video on complex solo games such as Nemo's War, Fields of Fire, Enemy Action Ardennes and D-Day at Omaha
Ben, at 13:21 you said that I would take a look in greater detail at individual and group move, but after that you do not mention group move again. Excellent tutorial anyway.
Oh... so the Orchard provides hinderance to the shot AND cover to the defense. So it's a net 3 then. Thanks for the very clear explanation. I've been having some trouble with the rulebook.
Okay. Some clarification on rule O20.1 Suspected Targets required. Leader A is activated to fire, even though he doesn't have LOS on the enemy. He instead activates Squad B to carry out the attack, which is within his command range and DOES have the enemy in LOS and within range. THE LEADER PLAYS NO PART IN THE ATTACK HIMSELF, other than boosting Squad B's FP. A 2-Range team can still fire even though the enemy units are three or more hexes away as long as it is carrying a weapon capable of firing at that enemy unit. Again, I assume the team plays no part in the fire action, just the weapon.
1:07:01 I think you have made a mistake here, since you have added the FP of the radio to the roll, thus having a '12' result. If you check for fortification vulnerability, only the Impact Roll counts, sans the FP of the radio. Makes sense if you notice that the required roll of a 13 FP radio is '7', which is impossible to achieve if you add any roll to the FP, unless you roll negative :)
Dávid Tóth I looked it up in the rules and you are correct. This equates to a predictable increase in odds of fortifications being destroyed, from 1/36 chance with 8 FP to 1/6 chance with 13 FP. You could also think of it as the impact total being 20, as that's what will result each time. Crit!
Around 38:00 you discuss mortar fire and the only units that the mortar can see in N6 (in the Orchard). You say that the smoke hindrance would reduce the mortar's FP from 2 to -1, but the mortar has a listed firepower of 6? I'm confused by that. And ordinance does not receive a leader bonus for FP? Otherwise, another great video.
Wait, the firegroup adjacent hex rule is explained in the situation when they're activated by a leader, correct? The fire group can attempt to be formed when either leader activates them, or they're in the same hex?
8:25 you seem to suggest that you can activate everyone in a hex without a leader. I'm fairly certain O14.1 says you can only activate 1 unit for each order. I can't find evidence that you can activate everyone in a hex with a single move order (unless there is a leader present)
22:40 This may have been said before. But Hindrance mods are not applicable unless traced THROUGH the hex never into..Exc Smoke. BUT Does the system take hexsides as hindrances as your first example? If not then why would a shot bisecting 2 orchards have any hindrance? Seems odd that going along side a hindrance would not hinder fire.
My last post questions-33:07-The German Squad in K8 has a range of 1(but it can still be part of the Fire Group shooting at M6 3 hexes away?) Also why is the LM being used for only +1 FP when it has it own FP of 4?--This is the part of the game that chews my arse!
The unit's range gets a +2 Command Bonus from Sgt. Grein. (They occupy the same hex). That gives him a range of 3. Otherwise, you would be correct he would not have the range in a broken state to make the shot.
Thank you so much. I bought the Europe and the Pacific and I am waiting for the game to be delivered to me now. A bit scared about the details in this game.
You can exceed Stacking, anticipating losses. IF you receive no losses, then you will be penalized accordingly for overstacking. Remember Overstacking penalties are enforced at the end of the turn.
Let's see. His base IS 8. You're correct. Subtract -1 for Open Road & -1 for Suppressed Marker. Adjusted should be 6. Not 5. Add in Dice roll 0f 1 + 2 = 9. Yep, I think you found my typo!
I should have said in my first post how much of a fantastic job you've done on creating this video. One of the best 'How to plays..' I've ever seen. Thank you
Clarify please at 10:15 "You can only activate one UNIT per turn" Is a "Unit" one of the Players? ROUT and RECOVER Orders can be given to more then one (broken) PIECE. Probably obvious difference, but with all the wording like Order, Action, Activation, Piece sound the same, but mean much different, one must be sure. I'm watching intently until you get to Fire Group-Fire-Leader-Piece-Weapon-Range (for me so far the most confusing to understand in proper detail). (After further viewing I see you are using the term "unit" for the game term "piece". And also using 'unit' for 'Player'. Thats why I was confused, no more.
love the video - but at 45:49 you are demonstrating advance into melee using two squads for each side...this exceeds the stacking limit per hex (7) and is thus illegal. (ie, each side has 8 soldiers in once hex).
Actually it is not illegal to move two squads into a hex for melee. Stacking is enforced at the end of the turn. You would need to eliminate units to become compliant. 8.2. Now the fact that two squads were in a hex that was the assaulted is illegal since it would have had to be corrected at the end of the turn.
Seriously the best rules videos I’ve ever watched. You do such a quality job. Thank you so much for your efforts on complex games.
Orders:
movement 13:11
Attack 17:00
Los
Combat equation 26:40
Combined bar attack 29:30
Ordnance: 37:30
Opportunity fire 39:09
Advance orders: 44:01
Morale orders: 48:24
Retreat
Artillery orders: 53:39
@ 27:23... because the target unit is in an orchard hex itself then the orchard in that hex does not hinder LOS, only the terrain in the hexes in between. The orchard in the target hex WILL add Cover +1 to the Defence FP of each Defender (and don't forget there would be a second Defence FP roll for the Leader unit by itself)
@ 36:52 the defender's new Morale is 7, not 5 (8 on the Broken side, -1 for the Suppressed marker just added)
true!
Actually it's a 6: (8) -1 for Suppression and -1 for being on a road.
Is this true for Smoke as well? Smoke in your hex doesn't help conceal you?
This is the first tutorial of yours I have followed. Many thanks for the thoughtful, very clear instructions!
Thanks so much for this, it greatly improved my understanding of the rules.
Thank you! You do a great job explaining rules Sir!
I think you messed up on the Artillery Attack roll and destroying the bunker. It is not the Attack Total like you used of 12, but should be the Artillery Impact Roll, in this case a 4 so it didn’t destroy the bunker. A firepower of 8 radio can only destroy a bunker with a 12, a card with two sixes. A radio firepower of 13 a much larger caliber gun will destroy a bunker on a Artillery Attack Roll of 7, much better chances. Otherwise the larger guns would need negative modifiers to get down to the bunker killing numbers.
26:30 should not have hindrance of 2 since the orchard is in a target hex and not the intervening hex (10.1 p2: Any Obstacle or Hindrance that is in - or part of, such as a Fence or Wall [T84, T97] - the sighting or target hex will not affect LOS)
At 32:40, when you describe the fire group, you note correctly that the broken 2-1-1 Rifle squad can't use the light machine gun, but you add the squad to the fire group even though it doesn't have the range to hit the target. With a range of only one, they can't join the fire group because their fire will never reach their target.
The broken unit is in the same hex as Sgt. Grein so it gets his command bonus added to its range making it 3 which is sufficient for targeting the Line squad in M6 :)
@@barthogenes5309 The downhill gives a +1 range ? Because when broken they have a range of only 1 and if we add the command bonus it makes 2 which is not enough...
@@Z4ng3tsu67 Sgt. Grein's Command Number is 2 so if you add that to the range of the broken unit you get 3
excellent job breaking down the rules
Okay, both videos watched. I'm ready to do a solo game. Ill go Germans VS Russians, that way I'm not invested in who wins and who loses. It makes solo a bit better and more about the story than the win. Thanks again for these fantastic videos.
Mr. Harsh, thanks a lot for your cool videos. Now i´m playing more my wargames :)
Awesome!
Dude, Even with my over critical self I don’t think there’s any suggestions of improvement. Great video great death. The speed at which you instruct is perfect especially for complicated rules.
Also you didn’t gloss over mundane areas you fully explain everything.
But I would say I think you were cracking up a little bit in the last 2 mins.
Received a lovely pristine example of CCE this morning. These videos should hopefully smooth the way to learning the rules.
Awesome! I love it when I get to open a new game. Hopefully, these tutorials will help you learn the rules.
Yes, the game smells lovely. I was pleasantly surprised to be able to source an edition new at less than the £170 they're asking for it on Amazon UK. This will be my second tactical wargame having owned Up Front for years, a game I got to play only once. I ended up selling it on Ebay a couple of years ago. When I first got it I couldn't understand movement, however many times I read the rules. Many years later, with the aid of the internet and a Yahoo group dedicated to UF, I finally learnt how to move and organise the range chits. The single game I played was fantastic. Hearing that CCE is basically UF without AFVs, I thought that's for me, especially given my interest in WW2 infantry tactics. Not sure yet if the tray for the chits will be enough to take all of the pieces, so I haven't popped them out yet.
Great video👍
Excellent rule explanation.
Great job. I think in the 43rd minute you do not need to play a second fire action. The first card keeps you active throughout the movement order.
Something to note about the info at the end: Europe is the core game, and Mediterranean and Resistance are expansions that require Europe. Resistance is also best if you already have Mediterranean as it used some content in there.
Thanks for the clarification, Jake. Appreciate it.
One of the best ways to learn these games! Would love to see a video on complex solo games such as Nemo's War, Fields of Fire, Enemy Action Ardennes and D-Day at Omaha
If he did Fields of Fire, I'd probably buy it.
Ben, at 13:21 you said that I would take a look in greater detail at individual and group move, but after that you do not mention group move again. Excellent tutorial anyway.
Oh... so the Orchard provides hinderance to the shot AND cover to the defense. So it's a net 3 then. Thanks for the very clear explanation. I've been having some trouble with the rulebook.
Okay. Some clarification on rule O20.1 Suspected Targets required.
Leader A is activated to fire, even though he doesn't have LOS on the enemy. He instead activates Squad B to carry out the attack, which is within his command range and DOES have the enemy in LOS and within range. THE LEADER PLAYS NO PART IN THE ATTACK HIMSELF, other than boosting Squad B's FP.
A 2-Range team can still fire even though the enemy units are three or more hexes away as long as it is carrying a weapon capable of firing at that enemy unit. Again, I assume the team plays no part in the fire action, just the weapon.
1:07:01 I think you have made a mistake here, since you have added the FP of the radio to the roll, thus having a '12' result. If you check for fortification vulnerability, only the Impact Roll counts, sans the FP of the radio. Makes sense if you notice that the required roll of a 13 FP radio is '7', which is impossible to achieve if you add any roll to the FP, unless you roll negative :)
Dávid Tóth I looked it up in the rules and you are correct. This equates to a predictable increase in odds of fortifications being destroyed, from 1/36 chance with 8 FP to 1/6 chance with 13 FP. You could also think of it as the impact total being 20, as that's what will result each time. Crit!
Thank you!
Around 38:00 you discuss mortar fire and the only units that the mortar can see in N6 (in the Orchard). You say that the smoke hindrance would reduce the mortar's FP from 2 to -1, but the mortar has a listed firepower of 6? I'm confused by that. And ordinance does not receive a leader bonus for FP? Otherwise, another great video.
Does a defending unit get to play a Marksman action as seen at 28:44? They are not firing so I didnt think the defenders could use this action.
Wait, the firegroup adjacent hex rule is explained in the situation when they're activated by a leader, correct? The fire group can attempt to be formed when either leader activates them, or they're in the same hex?
Thank you
8:25 you seem to suggest that you can activate everyone in a hex without a leader. I'm fairly certain O14.1 says you can only activate 1 unit for each order. I can't find evidence that you can activate everyone in a hex with a single move order (unless there is a leader present)
22:40 This may have been said before. But Hindrance mods are not applicable unless traced THROUGH the hex never into..Exc Smoke.
BUT Does the system take hexsides as hindrances as your first example?
If not then why would a shot bisecting 2 orchards have any hindrance?
Seems odd that going along side a hindrance would not hinder fire.
Not added bonus for being in square with leader the boxed numbers
well done. Go to GMT and back Pacific on P 500
8:30
Does move, advance and fire orders activate all units in a hex or just one unit?
I can`t find “all units in a hex” in the rule book.
Order can target a single unit in a hex or if the order is given to a leader they can then activate all units in the hex.
in the melee example there are 2 squads on each side in a hex. doesnt the stacking limit of 7 mean that you can never have 2 squads in 1 hex?
My last post questions-33:07-The German Squad in K8 has a range of 1(but it can still be part of the Fire Group shooting at M6 3 hexes away?) Also why is the LM being used for only +1 FP when it has it own FP of 4?--This is the part of the game that chews my arse!
The broken unit gets a +2 range from the command value of the leader in the same hex, making the range 3.
Scratch my last email about the quality. I didn't realize I had the wrong setting. Excellent videos all the way. Sorry.
So the broken unit not having enough "Range" can also be added to the firegroup?
The unit's range gets a +2 Command Bonus from Sgt. Grein. (They occupy the same hex). That gives him a range of 3. Otherwise, you would be correct he would not have the range in a broken state to make the shot.
Thank you so much. I bought the Europe and the Pacific and I am waiting for the game to be delivered to me now. A bit scared about the details in this game.
That melee example can't actually happen because of stacking limits right? Either side is allowed to to 7 figures but here they both have 8
You can exceed Stacking, anticipating losses. IF you receive no losses, then you will be penalized accordingly for overstacking.
Remember Overstacking penalties are enforced at the end of the turn.
Please make a video of the last 100 yards board game. Please!!!!!!!
The only thing I would do differently is have a higher resolution video. It is very hard to see which units you are talking about at 31:34 and others.
Good feedback. I'll need to be more careful with unit size in the future.
At 36:52 should the American moral not be a base 8?
Let's see. His base IS 8. You're correct. Subtract -1 for Open Road & -1 for Suppressed Marker. Adjusted should be 6. Not 5. Add in Dice roll 0f 1 + 2 = 9. Yep, I think you found my typo!
I should have said in my first post how much of a fantastic job you've done on creating this video. One of the best 'How to plays..' I've ever seen. Thank you
You're welcome, Stuart. Enjoy the game!
Clarify please at 10:15 "You can only activate one UNIT per turn" Is a "Unit" one of the Players? ROUT and RECOVER Orders can be given to more then one (broken) PIECE. Probably obvious difference, but with all the wording like Order, Action, Activation, Piece sound the same, but mean much different, one must be sure. I'm watching intently until you get to Fire Group-Fire-Leader-Piece-Weapon-Range (for me so far the most confusing to understand in proper detail).
(After further viewing I see you are using the term "unit" for the game term "piece". And also using 'unit' for 'Player'. Thats why I was confused, no more.
love the video - but at 45:49 you are demonstrating advance into melee using two squads for each side...this exceeds the stacking limit per hex (7) and is thus illegal. (ie, each side has 8 soldiers in once hex).
Thanks for the catch, Casey. I'm terrible at remembering Stacking Limits!
Actually it is not illegal to move two squads into a hex for melee. Stacking is enforced at the end of the turn. You would need to eliminate units to become compliant. 8.2. Now the fact that two squads were in a hex that was the assaulted is illegal since it would have had to be corrected at the end of the turn.
The word "Versus" cannot be modified. There is no verse, versing, versed, or anything else like that.