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        <title>The Devil&#39;s Cauldron</title>
        <link>http://cauldron.yuku.com/directory</link>
        <description>
        <![CDATA[ Support for The Devil's Cauldron, a GTS game released by MMP in 2008. ]]>
        </description>

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		<copyright>Copyright 2006, Yuku</copyright>
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		<pubDate>Sat, 07 Nov 2009 00:00:00 GMT</pubDate>
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		<!-- channel items -->
		<!-- descriptions should be shorter than 500 char to be polite -->
		<!-- html shoud be stripped or escaped -->
		<item>
			<title><![CDATA[ Column rule change verification ]]></title>
			<link>http://cauldron.yuku.com/topic/554/t/Column-rule-change-verification.html</link>
			<description><![CDATA[ Just wanted to verify:  There is no TQ penalty for being in Column formation? 
<br>
<br>
All of the Column counters and the Vassal Mod  give the unit a -1.
<br> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (castigator1)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/554</guid>
			<pubDate>Sat, 31 Oct 2009 11:48:49 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Any more scenarios upcoming for TDC??? ]]></title>
			<link>http://cauldron.yuku.com/topic/553/t/Any-more-scenarios-upcoming-for-TDC-.html</link>
			<description><![CDATA[ Really enjoying larning this game after acquiring a copy of it.
<br>
Wondering if there are plans for any more scenarios for this game (either on the TDC webpage ,or in Operations Magazine?)
<br>
Thanks,
<br>
Mark
<br> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (thedrake70458)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/553</guid>
			<pubDate>Sun, 25 Oct 2009 22:31:21 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Returnd of routed units ]]></title>
			<link>http://cauldron.yuku.com/topic/552/t/Returnd-of-routed-units.html</link>
			<description><![CDATA[ Hi Richard,
<br>
<br>
When units rout with their entire formation do they take their dispatch chit with them. Our situation Group Herman  routed in the 21st turn and is returining
in the 07:00 hr turn of the 22nd. Can you purchase the dispaatch chit in the 07:00 turn of the 22ns of September spending two points for the 07:00 turn or one
point for the 09:00 turn.
<br>
<br>
Thanks,
<br>
<br>
Mike ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/552</guid>
			<pubDate>Tue, 20 Oct 2009 22:06:19 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ GTS Informational Counters and other suggestions ]]></title>
			<link>http://cauldron.yuku.com/topic/551/t/GTS-Informational-Counters-and-other-suggestions.html</link>
			<description><![CDATA[ Just a suggestion to keep up the &quot;chrome&quot; element with some &quot;burning wreck&quot; step loss for armor to leave on the battlefield as
souvenirs<img src="http://static.yuku.com//domainskins/bypass/img/smileys/laugh.gif" alt="image">, cohesion hit and suppression markers for armor units and
possibly halftracks and guns.
<br>
<br>
Also, here&#39;s an optional rule which might be fun to playtest:  &quot;Once the Direct Command Chit is drawn for a player that player may utilize... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (xenophon10)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/551</guid>
			<pubDate>Sun, 11 Oct 2009 14:41:08 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Stacks, 1st and 2nd activations ]]></title>
			<link>http://cauldron.yuku.com/topic/550/t/Stacks-1st-and-2nd-activations.html</link>
			<description><![CDATA[ May a units 1st action be individual and its 2nd be part of a stack?  for example:  A unit in hex passes a rally for its 1st action.  Could it immediately take
its 2nd action along with other units its hex (their 1st action) to join in an assault?
<br>
<br> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (xenophon10)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/550</guid>
			<pubDate>Sat, 10 Oct 2009 08:48:38 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Rear Guards ]]></title>
			<link>http://cauldron.yuku.com/topic/549/t/Rear-Guards.html</link>
			<description><![CDATA[ The rule states the rear guard must be placed within two hexes of an infantry unit creating it and not more then one activations non forced march.
<br>
<br>
What if the creating infantry is in an entrenchment. I would think this would not be allowed because the unit unit the entrenchment would first have to come
out of the entrenchment creating a two activation situation. Or is this an exception.
<br>
<br>
Thank you,
<br>
<br>
Mike ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/549</guid>
			<pubDate>Thu, 08 Oct 2009 06:29:10 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ German Artil Parks ]]></title>
			<link>http://cauldron.yuku.com/topic/548/t/German-Artil-Parks.html</link>
			<description><![CDATA[ Hi Richard,
<br>
<br>
Are the Korps Feldt Artil parks entry hexes D, E and F considered in Germany for the +1 to the morale on TQ checks or is it only the ones that are in the
Germany shaded areas which are the rest I think.
<br>
<br>
Thank you,
<br>
<br>
Mike ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/548</guid>
			<pubDate>Sun, 13 Sep 2009 21:54:25 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Assault entrench or armour from heavy barrage ]]></title>
			<link>http://cauldron.yuku.com/topic/547/t/Assault-entrench-or-armour-from-heavy-barrage.html</link>
			<description><![CDATA[ A unit that wants to assault from a heavy barrage hex would have to pass aTQ roll and take a cohesion hit. How is it handled if the same assault is attempting
to close assualt a unit from the heavy barrage hex to a hex that has either armour or entrenchments. Does the unit now have to take a second TQ check then
triggering opportunity fire. I guess they would because you can pay a command point to leave the heavy barrage hex. And you need to physically pass the bravery
check to assault the... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/547</guid>
			<pubDate>Sat, 05 Sep 2009 22:04:54 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Terrain Clarification ]]></title>
			<link>http://cauldron.yuku.com/topic/546/t/Terrain-Clarification.html</link>
			<description><![CDATA[ Hi Richard,
<br>
<br>
No worries when you get to the questions you get to the. I would like to know if there is a line of sight from hex 47.28 to 49.31. The pontoon bridge is
destroyed and the raised road stops at the hexside. I know the hex with the pontoon bridge in it would be treated as city hex. The line of sight would be
traced along the hexspine between 48.28 and 47.28.
<br>
<br>
Thank you,
<br>
<br>
Mike ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/546</guid>
			<pubDate>Thu, 03 Sep 2009 21:32:40 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Rule S5.18 Household Cavalry Command ]]></title>
			<link>http://cauldron.yuku.com/topic/545/t/Rule-S5-18-Household-Cavalry-Command.html</link>
			<description><![CDATA[ My understanding of the rule is they are treated the same as S4.6 Command for German Indepentents with regards to the Hoff and Frunds SS recon groups. The
Household Calvary can be commanded by any leader of the 43rd Inf Div and Guards Arm for the expenditure of command points and being in command. They still have
to be activated normally by a chit pull being a Ind formation Pull or a GDS Arm pull. They do not activate with the 43rd Division pull. Is that correct.
<br>
<br>
Thank you,
<br>... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/545</guid>
			<pubDate>Wed, 26 Aug 2009 23:48:09 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Entrench and Improve Artil Guns ]]></title>
			<link>http://cauldron.yuku.com/topic/544/t/Entrench-and-Improve-Artil-Guns.html</link>
			<description><![CDATA[ Hi Richard,
<br>
<br>
I assume that Artillery units can be improved and then entrenched by engieers. If that is correct then the HE fire rating on the guns would be enhanced by a +1
when the unit is entrenched. Is my understanding of the rule correct.
<br>
<br>
Got into a discussion with my playing partner and he did not seem to think this was right giving the aritllery units too much power with the fire ratings and
the TQ modifier increasing. I guess my thoughts where the artillery units... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/544</guid>
			<pubDate>Wed, 26 Aug 2009 23:42:14 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Improved and Entrenchments ]]></title>
			<link>http://cauldron.yuku.com/topic/543/t/Improved-and-Entrenchments.html</link>
			<description><![CDATA[ Hi Richard,
<br>
<br>
Can engineers improve and subsequently entrench armour (tank) units. Creating the hull down situation I would think.
<br>
<br>
Thanks,
<br>
<br>
Mike ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/543</guid>
			<pubDate>Tue, 25 Aug 2009 18:47:17 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Assault Ferry ]]></title>
			<link>http://cauldron.yuku.com/topic/542/t/Assault-Ferry.html</link>
			<description><![CDATA[ Hi Richard,
<br>
<br>
<br>
1) The assault ferry crossing I assume is an engineer action and the troop quality check for the units using the ferry has to be rolled for and a command point
can not be spent to pass the TQ check.
<br>
2) If it is considered an engineer action then units I assume can not use it during the direct command chit pull (because of the point being spent).
<br>
<br>
Thank you,
<br>
<br>
Mike
<br> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/542</guid>
			<pubDate>Mon, 24 Aug 2009 07:15:12 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Polish Mortars ]]></title>
			<link>http://cauldron.yuku.com/topic/541/t/Polish-Mortars.html</link>
			<description><![CDATA[ Hi Richard,
<br>
<br>
I would imagine that Polish mortars would also fall under this rule. And they would fire at the nearest spotted unit if there is a spotted unit either by a
spotted unit or self spotted by the motar unit. That is if they fail the TQ check.
<br>
<br>
Mike ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/541</guid>
			<pubDate>Tue, 18 Aug 2009 06:15:34 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Polish Aggressiveness ]]></title>
			<link>http://cauldron.yuku.com/topic/540/t/Polish-Aggressiveness.html</link>
			<description><![CDATA[ <p>Just want to confirm how the rule works. It states anytime they fail a TQ check they fire at the nearest unit that is non-Pole.
<br>
<br>
1-what happens when a Polish Unit is going to be assaulted from an adjacent hex. There is an opportunity fire. They fail the opportunity fire check. Do I
assume they would fire on the adjacent unit/units assaulting them. So they decide to role for company bonus and fail again. Do they get multiple fires at the
assaulting units. What modifiers in this... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/540</guid>
			<pubDate>Thu, 13 Aug 2009 06:10:27 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ 82nd AB Ground Reinforcements ]]></title>
			<link>http://cauldron.yuku.com/topic/539/t/82nd-AB-Ground-Reinforcements.html</link>
			<description><![CDATA[ The armour and the self propelled artil the 82nd AB receive at 19:00 hrs Sept 20th are not restricted by the club route. But are the restricted to the 82nd AB
operations zone. IE: could the eventually end up North of the Rhine??
<br>
<br>
Thank you,
<br>
<br>
Mike ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/539</guid>
			<pubDate>Thu, 13 Aug 2009 06:00:09 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Alernate drop zones ]]></title>
			<link>http://cauldron.yuku.com/topic/538/t/Alernate-drop-zones.html</link>
			<description><![CDATA[ Does the allied player have to inform the Axis player of the location of his supply zones if player alternate drop zones wehre used as an option or if you move
it. ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/538</guid>
			<pubDate>Sun, 09 Aug 2009 12:43:37 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Assault out of Heavy Barrage ]]></title>
			<link>http://cauldron.yuku.com/topic/537/t/Assault-out-of-Heavy-Barrage.html</link>
			<description><![CDATA[ Situation is an infantry unit under a heavy barrage would like to assault an armour unit. Is it two morale checks to assault the armour out of the heavy
barrage?? The first check to see if the unit can leave the heavy barrage (which you can pay a command point to do so) the second check to see if the infantry
can assault the armour (which a command point cannot be spent as it is a bravery check). Do I have this right. ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/537</guid>
			<pubDate>Sat, 08 Aug 2009 08:11:13 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Artillery Parks ]]></title>
			<link>http://cauldron.yuku.com/topic/536/t/Artillery-Parks.html</link>
			<description><![CDATA[ A unit that is received as a reinforcement and immdediately placed in an artillery park in a dismounted state can they begin firing at their first activation.
<br>
<br>
Thank you,
<br>
<br>
Mike ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/536</guid>
			<pubDate>Wed, 05 Aug 2009 06:53:45 GMT</pubDate>
			<!-- extensions -->

		</item>
		<item>
			<title><![CDATA[ Air Drops What If ]]></title>
			<link>http://cauldron.yuku.com/topic/535/t/Air-Drops-What-If.html</link>
			<description><![CDATA[ What would happen if the sticks where placed in the drop zones lets say during the 13:00 hrs turn and the owing player chose not to activate any of the units
during the last possible activation for the units in the 13:00 hrs turn. Could these units be carried over to 15:00 hrs turn.
<br>
<br>
Thank you,
<br>
<br>
Mike ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Moustache Mike)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/535</guid>
			<pubDate>Tue, 04 Aug 2009 17:13:43 GMT</pubDate>
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