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Curtis Cook
Posts : 5
Join date : 2022-03-16

Stalingrad supplement:  How useful is tunnel access? Empty Stalingrad supplement: How useful is tunnel access?

Wed Mar 16, 2022 8:16 pm
I'm sorry for posting this here, but I didn't see a Stalingrad section of the forum. Please feel free to move this somewhere you feel more appropriate.

In the purchasing section near the back of the Stalingrad book (for fights actually in Stalingrad) there's an item called Tunnel Access under Specialist Support Units. In exchange for paying 10 points the purchaser gains Tunnel Access for two units, starting turn 3 or later. He rolls a die for each unit, and if it comes up 4+ he can place the unit within 4" of any building on the board that isn't enemy occupied. This costs no commands, though if the purchaser gives orders to units after they pop up, each order does require a command. Under Defenses you can purchase counters to Tunnel Access, the counter also costing 10 points.

That all sounds fine, but the question in our group has become, How many units can you send through a tunnel? Half of us say 'two, just like the rule says' and the other half say 'two per turn, just like the rule says'.
We agree that units who fail their 4+ roll stay at the tunnel entrance and reroll every turn until they succeed (or the game ends; one player bought five sets of access, and one of his units failed six consecutive turns and another eight consecutive).
We agree that while the tunnel entrance point is fixed in place the exit can move from building to building each turn, though in any given turn both units must use the same exit point.
We disagree on whether an unending stream of infiltrating units can use the same tunnel access for as long as the game lasts.

The primary argument in favor of the unending stream is that Tunnel Access is purchased as a Specialist Support Unit. Since all other units are usable repeatedly throughout the game, why wouldn't Tunnel Access also be? Also, it's logical. Once the access has been opened, why would it magically shut down as soon as the second unit uses that tunnel?

The primary argument in favor of 'use twice, then discard' is that Tunnel Access is purchased as a Specialist Support Unit. There are very strict limits on how many Specialist Support Units can be purchased, which implies that there is intended to be a strict limit on how many units can use Tunnel Access during a game. Also, this is an amazingly powerful ability, and if it's not going to be limited in usage it should cost vastly more than 10 points. In our current game I have 40% of my force tied down occupying buildings to keep the Soviets from popping up in my rear. This hamstrings my ability to attack out of all proportion to what the Soviets had to invest in it.

So, if we could please have a ruling on this?
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