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Thread: HiP THH Traps

  1. #1
    it's just a game rdw5150's Avatar
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    HiP THH Traps

    Hi!

    Not certain where this should go, strategy, rules or generalJ

    I just want to make certain I have the whole HIP THH trap thing straight.

    Starting in 1944 the Japanese, if they have units on board can set up (some of) their THH HIP. If they are in Jungle, Bamboo or Kunai, they can keep HIP if the enemy moves or advances into their hex, correct?

    But they are eliminated if they are the only DEFENDER in CC with an enemy unit in CC. So what I want to do it figure out where my opponent will advance someone and then in the Japanese turn, I pop out with the concealed THH and since I am now the attacker in CC, I roll for ambush and then make a CC attack with an attack value of 1.

    If THH are not in the three above terrain, they are eliminated as soon as an enemy unit moves into their location, correct?

    I think that is how the HIP THH/CC trap works.

    Thanks in advance (excuse the pun).

    Peace

    Roger
    "once in a while
    you get shown the light
    in the strangest of places
    if you look at it right" -J.Garcia/R.Hunter, "Scarlet Begonias"

  2. #2
    Forum Commando Bob Holmstrom's Avatar
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    Re: HiP THH Traps

    Roger,

    I love the HIP THH traps. I used them in a recent game of "Forging Spetsnaz." My opponent had no idea one could do that and it really made him paranoid.

    I wonder how many players don't know about it or forget to do it in infantry only scenarios.

    As to your questions, i'm pretty sure you've got it right.

  3. #3
    it's just a game rdw5150's Avatar
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    Re: HiP THH Traps

    Quote Originally Posted by Bob Holmstrom View Post
    Roger,

    I love the HIP THH traps. I used them in a recent game of "Forging Spetsnaz." My opponent had no idea one could do that and it really made him paranoid.

    I wonder how many players don't know about it or forget to do it in infantry only scenarios.

    As to your questions, i'm pretty sure you've got it right.
    I was re-reading the Chapter G rules a couple weeks ago and "discovered" the HiP THH thing. I have never used it in infantry only scenarios and expect that its missed by a lot of players.

    Peace

    Roger
    "once in a while
    you get shown the light
    in the strangest of places
    if you look at it right" -J.Garcia/R.Hunter, "Scarlet Begonias"

  4. #4
    See Dummies in the index Vinnie's Avatar
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    Re: HiP THH Traps

    It is dificult since a THH can only lose his concealment voluntarily in certain circumstances:
    A hidden T-H Hero can lose HIP involuntarily in the normal manner, but can lose it voluntarily only at the times and in the circumstances in which a T-H Hero may be created during play

    1.421 TANK-HUNTER (T-H) HEROES: An armed, Good Order Japanese Infantry squad/HS that in its MPh is within eight MF of, or at the start of its APh is ADJACENT to, or during the enemy MPh is able to conduct a CC Reaction Fire attack vs, or at the start of the CCPh is the DEFENDER in the same Location as, an enemy AFV in its LOS may at that time make one attempt to create a T-H Hero7

    Given this I am at a loss to see how you could volunarily dro concealment and advance into a hex containing only enemy inf no enemy AFVs.
    What do we want? Time travel! When do we want it? It's irrelevant!

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  5. #5
    Forum Commando Bob Holmstrom's Avatar
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    Re: HiP THH Traps

    Quote Originally Posted by Vinnie View Post
    It is dificult since a THH can only lose his concealment voluntarily in certain circumstances:
    A hidden T-H Hero can lose HIP involuntarily in the normal manner, but can lose it voluntarily only at the times and in the circumstances in which a T-H Hero may be created during play

    1.421 TANK-HUNTER (T-H) HEROES: An armed, Good Order Japanese Infantry squad/HS that in its MPh is within eight MF of, or at the start of its APh is ADJACENT to, or during the enemy MPh is able to conduct a CC Reaction Fire attack vs, or at the start of the CCPh is the DEFENDER in the same Location as, an enemy AFV in its LOS may at that time make one attempt to create a T-H Hero7

    Given this I am at a loss to see how you could volunarily dro concealment and advance into a hex containing only enemy inf no enemy AFVs.
    You can't. But if enemy infantry advance into your location, you go to CC with a -3 on the ambush roll, -2 concealed, -1 stealthy.

  6. #6
    it's just a game rdw5150's Avatar
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    Re: HiP THH Traps

    Quote Originally Posted by Bob Holmstrom View Post
    You can't. But if enemy infantry advance into your location, you go to CC with a -3 on the ambush roll, -2 concealed, -1 stealthy.
    Well now I am back to being confused.

    So its not during the Japanese player turn you need to pull the trap its in the opponents turn. As the loss of concealment does not eliminate him if he is the DEFENDER in CC with an enemy unit (G1.425).

    So you figure out where the guy will advance and pop the trap in his turn for a one shot, 1 FP CC attack, then he is eliminated?

    Peace

    Roger
    "once in a while
    you get shown the light
    in the strangest of places
    if you look at it right" -J.Garcia/R.Hunter, "Scarlet Begonias"

  7. #7
    Forum Commando Bob Holmstrom's Avatar
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    Re: HiP THH Traps

    Quote Originally Posted by rdw5150 View Post
    Well now I am back to being confused.

    So its not during the Japanese player turn you need to pull the trap its in the opponents turn. As the loss of concealment does not eliminate him if he is the DEFENDER in CC with an enemy unit (G1.425).

    So you figure out where the guy will advance and pop the trap in his turn for a one shot, 1 FP CC attack, then he is eliminated?

    Peace

    Roger
    I must have misread your initial post. Sorry about that.

    Yes, you put the HIP THH in spots where you think your opponent will advance into, then pop them out during CC for a one shot CC roll.

    You definately can't advance the HIP THH into CC.

  8. #8
    See Dummies in the index Vinnie's Avatar
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    Re: HiP THH Traps

    So, just checking, the elimination in G1.425 applies only if the THH is revealed in the MPh not just the CCPh.
    So if the enemy unit stops in the hex and reveals you (I think that's right even though G4 allows you retain concealment if they pass through you lose it if they stop.) the THH is elimnated without an attack.
    What do we want? Time travel! When do we want it? It's irrelevant!

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  9. #9
    it's just a game rdw5150's Avatar
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    Re: HiP THH Traps

    Quote Originally Posted by Vinnie View Post
    So, just checking, the elimination in G1.425 applies only if the THH is revealed in the MPh not just the CCPh.
    So if the enemy unit stops in the hex and reveals you (I think that's right even though G4 allows you retain concealment if they pass through you lose it if they stop.) the THH is elimnated without an attack.
    I think they can stay HIP if the opponent moves through the hex if the THH is in Jungle, Bamboo or Kunai (SP?). But if you have them lets say in a palm tree hex and the enemy moves in there, he is eliminated right away as he cannot retain concealment.

    Not certain what happens if he is HIP in a palm tree hex and the enemy Advances in there though.

    Is he eliminated as he is not in jungle, bamboo or Kunai?

    In other words, to pull off the trap against infantry, does the THH need to be in Jungle, Bamboo or Kunai?

    I think this is how it goes, because if he was in a building and the enemy advanced in there, he would be revealed right away as he is not in the three types of terrain listed and thus eliminated right then.

    Peace

    Roger
    "once in a while
    you get shown the light
    in the strangest of places
    if you look at it right" -J.Garcia/R.Hunter, "Scarlet Begonias"

  10. #10
    See Dummies in the index Vinnie's Avatar
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    Re: HiP THH Traps

    G4 allows you to retain concealment in :G.4 DETECTION: A12.15/A12.41 does not necessarily apply when, during its MPh, an ATTACKER unit enters a jungle, kunai or bamboo Location whose occupying unit(s) consist(s) only of hidden, Stealthy Infantry DEFENDER(S),

    So it has to be jungle kunai or bamboo.
    I was wondering when the enemy ends its move in the same hex are you revealed at the end of the MPh (and thus eliminated) or can you wait until the CCP and get the attack.
    Just checked further and note by A11.19 he is placed on board at the start of the CCPh. So if the enemy ends his movement in the same hex or advances in the THH gets an attack.
    Last edited by Vinnie; 01 Oct 09 at 11:33.
    What do we want? Time travel! When do we want it? It's irrelevant!

    Practice safe eating...always use a condiment!

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