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        <title>The Club route</title>
        <link>http://cauldron.yuku.com/topic/398/t/The-Club-route.html</link>
        <description>
        <![CDATA[ Just a question : the terrain cost for moving in column on the Club route is really 4 per hex as indicated on the TEC for wheeled or tracked units ?


That is a unit with 13 movement allowance (as GrenGds) just moves 3 hex per activation on the Club route and need something like 15 activations to reach
Nijmegen ?


It is then impossible to launch an attack before night on september 19th with the Guards Grenadier against the Nijmegen bridge as they have done historically
with some 82nd units.... ]]>
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		<pubDate>Wed, 07 May 2008 13:38:31 GMT</pubDate>
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			<title><![CDATA[ Re: The Club route ]]></title>
			<link>http://cauldron.yuku.com/reply/91/t/The-Club-route.html#reply-91</link>
			<description><![CDATA[ Yes, that&#39;s correct. We didn&#39;t want the entire force to be in Nijmegen before the 20th, but the majority should arrive on the 20th and be able to
(attempt to) capture the road bridge on that day. ]]></description>

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			<author>feeds@yuku.com (nrichard9)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/sreply/91</guid>
			<pubDate>Thu, 08 May 2008 05:54:38 GMT</pubDate>
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			<title><![CDATA[ Re: The Club route ]]></title>
			<link>http://cauldron.yuku.com/reply/89/t/The-Club-route.html#reply-89</link>
			<description><![CDATA[ The grenadiers guards which arrive September 19, 11.00 need to stay on the club route (S5.8). The shortest path to Nijmegen is around 50 hexes and the fastest
units (the mounted infantry) move 4 hex per activation : they need 13 moves to reach Nijmegen.
<br>
<br>
Each turn they may advance when the division activation chit is drawn (if not moving into an enemy firing zone), when the direct command is drawn by spending
command points (around 6 command points received each turn for the Guards... ]]></description>

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			<author>feeds@yuku.com (EdouardK)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/sreply/89</guid>
			<pubDate>Thu, 08 May 2008 02:14:43 GMT</pubDate>
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		<item>
			<title><![CDATA[ Re: The Club route ]]></title>
			<link>http://cauldron.yuku.com/reply/86/t/The-Club-route.html#reply-86</link>
			<description><![CDATA[ Yes, Club Route it 4mp if in column, if not in column its the original terrain.
<br>
<br>
The recce Unit comes in before club route is declared and so moves using normal road rads until club route is declared.
<br>
<br>
Many of the grenadier guards will get to Nijmegen early on the 20th by design, as this is when they launched their first major attack (Adam may want to weigh
in more on this). ]]></description>

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			<author>feeds@yuku.com (nrichard9)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/sreply/86</guid>
			<pubDate>Wed, 07 May 2008 13:47:29 GMT</pubDate>
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		<item>
			<title><![CDATA[ The Club route ]]></title>
			<link>http://cauldron.yuku.com/topic/398/t/The-Club-route.html</link>
			<description><![CDATA[ Just a question : the terrain cost for moving in column on the Club route is really 4 per hex as indicated on the TEC for wheeled or tracked units ?
<br>
<br>
That is a unit with 13 movement allowance (as GrenGds) just moves 3 hex per activation on the Club route and need something like 15 activations to reach
Nijmegen ?
<br>
<br>
It is then impossible to launch an attack before night on september 19th with the Guards Grenadier against the Nijmegen bridge as they have done historically
with... ]]></description>

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			<author>feeds@yuku.com (EdouardK)</author>
			<guid isPermaLink="true">http://cauldron.yuku.com/topic/398</guid>
			<pubDate>Wed, 07 May 2008 13:38:31 GMT</pubDate>
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