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Alaska's Options
By Jay Townsend
February 2008

1. Solo hidden hex initial setup.

Panzer Grenadier: Alaska's War has some very interesting scenarios with a small unit count. It also has seven scenarios with hidden units out of 10 scenarios, so I came up with this simple fix, for those of us who mostly play solitaire.

This is only for the initial setup, however, and only works for a static hidden unit defense.

  • First, for every hidden unit pick two hexes you would like to possibly place these units for initial setup. Write them down for each unit hidden, so you know which unit belongs to the two possible hexes.

  • Then take a number 1 and number 2 mine marker for each hidden unit, place them face down and mix the two markers so you don't know which is which. Place one of each in the two hexes you choose for the hidden unit. When an enemy unit approaches, follow the procedure for hidden units in Rules 16.6 of the Guadalcanal scenario book or in this case the Alaska's War scenario book.

  • If an enemy unit is successful in spotting the hex, flip over the mine marker. If it is a number 1 mine marker, then that is where the unit is; if it's a number 2, then it is an empty hex. When you want to fire or move with the hidden unit, simply flip over both mine markers, as the unit would have been revealed anyway, through the firing activation.

    At least this will give you a little surprise on the initial contact in SOLO play with hidden units.

    2. Air to Air Combat

    Some scenarios have air power on both sides, so for a small interesting option for those few times, try this:

  • The player that activated an air unit first can either conduct his or her normal ground attack or choose to knock out an enemy air step for that turn.

  • Roll one die and on a result of 1 through 3 the opponent loses one step of his or her available aircraft for that turn. On a result of 4 through 6 nothing happens and you move to the next activation.

  • If you choose this method, when you roll the dice, you use whatever aircraft counter you assigned to the Air to Air Combat for that turn and it may not make any ground attacks.

  • Next turn everything is restored and the sequence can happen or be played again (the enemy aircraft is only driven off, not destroyed, and will return to action (if the scenario allows).

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