A couple of questions about rules

By vonrunkstedt, in Tide of Iron

Hi, I just bought the game, played it once and loved it! Just trying to clarfiy a few rules:

- If a unit is pinned or disrupted, does that affect their ability to defend? If so, how?

- I played the scenario " At the breaking point" as germans, the first command phase i grabbed the initiative and my opponent was never able to regain it. Is it supposed to work that way? At every command phase we both recieved roughly the same amount of command (he got +1 more than me) so he was never able to put enough command on the initiative card. I counted how much command he could put on the init. card and then simply outbid him. Are we supposed to clear the initiative card after every round? Thus making it easier for the players to "buy" the initiative?

- Does my troops have to stand on a command point in order to recieve the command or is the command point mine as long as i claimed it once and the opponent does not claim it back?

- If i run into OP fire from my opponent, does that mean i can roll defense dies? And do i always get pinned or disrupted if running into OP fire?

- Can the player choose if he wants to fire suppressive or normal fire?

1. Normal attacks - no effect. Suppressive attacks - cumulative effect, see p29. Assault attacks - reduced defender's attack strength, see p33.

2. Yes that's how it works. No do not clear the initiative card (though there is a Strategy card which does this). If you cannot compete on initiative, use your command to buy Strategy cards.

3. Objective hexes are owned by the last player to occupy them. See p14. Use the Control Markers provided to remember who owns what.

4. Defense dice against Op Fire are as normal. You only take damage if your opponent rolls more hits than you roll 'saves' with any defense dice you may have.

5. Yes. Though some Artillery Strategy cards stipulate what type of attack they will produce.