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  • RE: Grasshopper & Gargantua Presents BUNKERCON A&A Gaming Convention

    @Johnson73
    Done… thanks

    posted in The Cliffside Bunker
  • RE: 1914 Dom. NML 8 Players

    So much money to spend… I dont even know where I will place it! B ut I bet the kaiser is stretching his dollars pretty thin these days 🙂

    posted in Team Games
  • RE: 1914 Dom. NML 8 Players

    TripleA Turn Summary: Serbia round 11

    TripleA Turn Summary for game: Domination 1914 No Man’s Land, version: 1.0

    Game History

    Round: 11
    
        Research Technology - Serbia
            Serbia spend 0 on tech rolls
                Serbia roll 6,6,1 and gets 2 hits
            Serbia removing all Technology Tokens after successful research.
            Serbia discover victoryBonds
    
        Combat Move - Serbia
            Turning on Edit Mode
            EDIT: Removing units owned by France from Greece: 2 colonials
            EDIT: Adding units owned by France to Macedonia: 2 colonials
            EDIT: Turning off Edit Mode
            1 fighter moved from Belgrade to Montenegro
            1 field_gun, 1 heavy_gun and 3 infantry moved from Macedonia to Serbia
            EDIT: Serbia undo move 2.
            1 heavy_gun moved from Macedonia to Serbia
            1 field_gun moved from Macedonia to Serbia
            3 infantry moved from Macedonia to Serbia
            1 field_gun and 1 infantry moved from Belgrade to Serbia
            3 infantry moved from Greece to Macedonia
    
        Purchase Units - Serbia
            Serbia buy 1 field_gun and 5 infantry; Remaining resources: 0 techTokens; 0 PUs; 
    
        Combat - Serbia
            Battle in Serbia
                Serbia attack with 2 field_guns, 1 heavy_gun and 4 infantry
                Turkey defend with 4 cavalrys and 2 field_guns
                    Serbia roll dice for 2 field_guns, 1 heavy_gun and 4 infantry in Serbia, round 2 : 2/7 hits, 2.17 expected hits
                    Turkey roll dice for 4 cavalrys and 2 field_guns in Serbia, round 2 : 1/6 hits, 1.33 expected hits
                    1 infantry owned by the Serbia and 2 cavalrys owned by the Turkey lost in Serbia
                    Serbia roll dice for 2 field_guns, 1 heavy_gun and 3 infantry in Serbia, round 3 : 3/6 hits, 2.00 expected hits
                    Turkey roll dice for 2 cavalrys and 2 field_guns in Serbia, round 3 : 0/4 hits, 1.00 expected hits
                    2 cavalrys owned by the Turkey and 1 field_gun owned by the Turkey lost in Serbia
                    Serbia roll dice for 2 field_guns, 1 heavy_gun and 3 infantry in Serbia, round 4 : 1/6 hits, 2.00 expected hits
                    Turkey roll dice for 1 field_gun in Serbia, round 4 : 0/1 hits, 0.33 expected hits
                    1 field_gun owned by the Turkey lost in Serbia
                Serbia win, taking Serbia from Turkey with 2 field_guns, 1 heavy_gun and 3 infantry remaining. Battle score for attacker is 21
                Casualties for Serbia: 1 infantry
                Casualties for Turkey: 4 cavalrys and 2 field_guns
    
        Non Combat Move - Serbia
            Turning on Edit Mode
            EDIT: Removing units owned by Serbia from Montenegro: 1 fighter
            EDIT: Adding units owned by Serbia to Belgrade: 1 fighter
            EDIT: Turning off Edit Mode
    
        Place Units - Serbia
            1 field_gun and 5 infantry placed in Belgrade
    
        Activate Technology - Serbia
            Serbia activating victoryBonds
            Trigger SerbiaP: Serbia has 3 infantry placed in Greece
            Trigger SerbiaS: Serbia met a national objective for an additional 1 techTokens; end with 1 techTokens
    
        Turn Complete - Serbia
            Serbia collect 19 PUs; end with 19 PUs
            Serbia collect 5 PUs from War Bonds; end with 24 PUs
    

    Combat Hit Differential Summary :

    Turkey : -1.67
    Serbia : -0.17
    

    Savegame

    posted in Team Games
  • RE: 1914 Dom. NML 8 Players

    TripleA Turn Summary: France round 11

    TripleA Turn Summary for game: Domination 1914 No Man’s Land, version: 1.0

    Game History

    Round: 11
    
        Research Technology - France
            France spend 5 on tech rolls
                France roll 3,2,3,1 and gets 0 hits
    
        Combat Move - France
            2 transports moved from Sea Zone 33 Mid Atlantic to Sea Zone 54 Alboran Sea
            4 colonials moved from Algiers to Sea Zone 54 Alboran Sea
            4 colonials and 2 transports moved from Sea Zone 54 Alboran Sea to Sea Zone 33 Mid Atlantic
            4 colonials moved from Sea Zone 33 Mid Atlantic to Norte
            4 colonials and 1 field_gun moved from Algarve to Norte
            3 field_guns moved from Hokkaido to Sea Zone 139 Sea of Okhotsk
            3 field_guns and 4 transports moved from Sea Zone 139 Sea of Okhotsk to Sea Zone 138 Sea of Japan
            3 field_guns moved from Sea Zone 138 Sea of Japan to Chubu
            1 field_gun and 4 infantry moved from Tohoku to Chubu
            2 cruisers moved from Sea Zone 135 Pacific Ocean to Sea Zone 132 Pacific Ocean
            2 infantry moved from Yanaon to Madras
            1 infantry moved from Basra to Fars
                  France take Fars from Turkey
            1 field_gun and 3 infantry moved from Hanover to Holstein
            2 colonials moved from Tobruk to Sea Zone 60 Central Mediterranean
            2 colonials and 1 transport moved from Sea Zone 60 Central Mediterranean to Sea Zone 69 Sea of Crete
            2 colonials and 1 transport moved from Sea Zone 69 Sea of Crete to Sea Zone 71 Eastern Mediterranean
            2 colonials moved from Sea Zone 71 Eastern Mediterranean to Syria
            1 transport moved from Sea Zone 61 Ionian Sea to Sea Zone 60 Central Mediterranean
            1 colonial moved from Tobruk to Sea Zone 60 Central Mediterranean
            1 colonial moved from Tobruk to Sea Zone 60 Central Mediterranean
            2 colonials and 1 transport moved from Sea Zone 60 Central Mediterranean to Sea Zone 69 Sea of Crete
            2 colonials moved from Sea Zone 69 Sea of Crete to Smyrna
                  France take Smyrna from Turkey
            3 fighters moved from Wurttemburg to Austria
            2 heavy_guns and 3 infantry moved from Munich to Austria
            2 field_guns, 2 heavy_guns and 1 infantry moved from Carinthia to Austria
            4 gass moved from Alsace to Austria
            1 colonial and 1 field_gun moved from Albania to Montenegro
            1 battleship moved from Sea Zone 69 Sea of Crete to Sea Zone 60 Central Mediterranean
            1 cruiser moved from Sea Zone 69 Sea of Crete to Sea Zone 60 Central Mediterranean
    
        Purchase Units - France
            France buy 4 colonials, 9 field_guns, 3 gass, 3 heavy_guns, 13 infantry and 11 trenchs; Remaining resources: 4 techTokens; 0 PUs; 
    
        Combat - France
            Battle in Syria
                France attack with 2 colonials
                Turkey defend with 3 trenchs
                    3 trenchs owned by the Turkey lost in Syria
                France win, taking Syria from Turkey with 2 colonials remaining. Battle score for attacker is 9
                Casualties for Turkey: 3 trenchs
            Battle in Chubu
                France attack with 4 field_guns and 4 infantry
                Neutral defend with 8 infantry
                    France roll dice for 4 field_guns and 4 infantry in Chubu, round 2 : 3/8 hits, 2.67 expected hits
                    Neutral roll dice for 8 infantry in Chubu, round 2 : 2/8 hits, 2.67 expected hits
                    3 infantry owned by the Neutral and 2 infantry owned by the France lost in Chubu
                    France roll dice for 4 field_guns and 2 infantry in Chubu, round 3 : 2/6 hits, 2.00 expected hits
                    Neutral roll dice for 5 infantry in Chubu, round 3 : 4/5 hits, 1.67 expected hits
                    2 field_guns owned by the France, 2 infantry owned by the Neutral and 2 infantry owned by the France lost in Chubu
                    France roll dice for 2 field_guns in Chubu, round 4 : 2/2 hits, 0.67 expected hits
                    Neutral roll dice for 3 infantry in Chubu, round 4 : 1/3 hits, 1.00 expected hits
                    1 field_gun owned by the France and 2 infantry owned by the Neutral lost in Chubu
                    France roll dice for 1 field_gun in Chubu, round 5 : 0/1 hits, 0.33 expected hits
                    Neutral roll dice for 1 infantry in Chubu, round 5 : 0/1 hits, 0.33 expected hits
                    France roll dice for 1 field_gun in Chubu, round 6 : 0/1 hits, 0.33 expected hits
                    Neutral roll dice for 1 infantry in Chubu, round 6 : 0/1 hits, 0.33 expected hits
                    France roll dice for 1 field_gun in Chubu, round 7 : 0/1 hits, 0.33 expected hits
                    Neutral roll dice for 1 infantry in Chubu, round 7 : 1/1 hits, 0.33 expected hits
                    1 field_gun owned by the France lost in Chubu
                Neutral win with 1 infantry remaining. Battle score for attacker is -7
                Casualties for France: 4 field_guns and 4 infantry
                Casualties for Neutral: 7 infantry
            Battle in Austria
                France attack with 2 field_guns, 3 fighters, 4 gass, 4 heavy_guns and 4 infantry
                Austria defend with 6 field_guns, 3 heavy_guns and 3 infantry
                    France roll dice for 4 gass in Austria, round 2 : 1/4 hits, 2.67 expected hits
                    1 infantry owned by the Austria lost in Austria
                    4 gass owned by the France lost in Austria
                    France roll dice for 2 field_guns, 3 fighters, 4 heavy_guns and 4 infantry in Austria, round 2 : 3/13 hits, 4.33 expected hits
                    Austria roll dice for 6 field_guns, 3 heavy_guns and 2 infantry in Austria, round 2 : 3/11 hits, 4.67 expected hits
                    1 field_gun owned by the Austria, 2 infantry owned by the Austria and 3 infantry owned by the France lost in Austria
                    France roll dice for 2 field_guns, 3 fighters, 4 heavy_guns and 1 infantry in Austria, round 3 : 6/10 hits, 3.33 expected hits
                    Austria roll dice for 5 field_guns and 3 heavy_guns in Austria, round 3 : 4/8 hits, 3.67 expected hits
                    1 heavy_gun owned by the France, 2 field_guns owned by the France, 5 field_guns owned by the Austria, 1 heavy_gun owned by the Austria and 1 infantry owned by the France lost in Austria
                    France roll dice for 3 fighters and 3 heavy_guns in Austria, round 4 : 3/6 hits, 2.00 expected hits
                    Austria roll dice for 2 heavy_guns in Austria, round 4 : 2/2 hits, 1.33 expected hits
                    2 heavy_guns owned by the France and 2 heavy_guns owned by the Austria lost in Austria
                France win, taking Austria from Austria with 3 fighters and 1 heavy_gun remaining. Battle score for attacker is -3
                Casualties for Austria: 6 field_guns, 3 heavy_guns and 3 infantry
                Casualties for France: 2 field_guns, 4 gass, 3 heavy_guns and 4 infantry
            Battle in Holstein
                France attack with 1 field_gun and 3 infantry
                Germany defend with 1 infantry
                    France roll dice for 1 field_gun and 3 infantry in Holstein, round 2 : 2/4 hits, 1.00 expected hits
                    Germany roll dice for 1 infantry in Holstein, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Germany and 1 infantry owned by the France lost in Holstein
                France win, taking Holstein from Germany with 1 field_gun and 2 infantry remaining. Battle score for attacker is 0
                Casualties for France: 1 infantry
                Casualties for Germany: 1 infantry
            Battle in Norte
                France attack with 8 colonials and 1 field_gun
                Neutral defend with 6 infantry
                    France roll dice for 8 colonials and 1 field_gun in Norte, round 2 : 4/9 hits, 3.17 expected hits
                    Neutral roll dice for 6 infantry in Norte, round 2 : 2/6 hits, 2.00 expected hits
                    4 infantry owned by the Neutral and 2 colonials owned by the France lost in Norte
                    France roll dice for 6 colonials and 1 field_gun in Norte, round 3 : 0/7 hits, 2.50 expected hits
                    Neutral roll dice for 2 infantry in Norte, round 3 : 1/2 hits, 0.67 expected hits
                    1 colonial owned by the France lost in Norte
                    France roll dice for 5 colonials and 1 field_gun in Norte, round 4 : 2/6 hits, 2.17 expected hits
                    Neutral roll dice for 2 infantry in Norte, round 4 : 1/2 hits, 0.67 expected hits
                    2 infantry owned by the Neutral and 1 colonial owned by the France lost in Norte
                France loses 0 PUs for violating Nortes neutrality.
                France win, taking Norte from Neutral with 4 colonials and 1 field_gun remaining. Battle score for attacker is 6
                Casualties for France: 4 colonials
                Casualties for Neutral: 6 infantry
    
        Non Combat Move - France
            3 fighters moved from Austria to Carinthia
            4 field_guns, 3 heavy_guns and 9 infantry moved from Wurttemburg to Munich
            3 infantry moved from Alsace to Wurttemburg
            3 infantry moved from Champagne to Alsace
            3 infantry moved from Paris to Champagne
            1 infantry moved from Basra to Mesopotamia
    
        Place Units - France
            3 trenchs placed in Hanover
            3 trenchs placed in Westphalia
            2 trenchs placed in Carinthia
            2 colonials and 2 field_guns placed in Tobruk
            2 colonials and 2 field_guns placed in Algiers
            4 field_guns and 4 infantry placed in Tohoku
            3 heavy_guns and 5 infantry placed in Wurttemburg
            1 infantry placed in Wurttemburg
            1 trench placed in Munich
            3 gass placed in Alsace
            2 infantry placed in Yanaon
            France undo move 11.
            1 field_gun and 1 infantry placed in Yanaon
            2 trenchs placed in Wurttemburg
            2 infantry placed in Alsace
            France undo move 12.
            1 trench placed in Carinthia
            1 trench placed in Wurttemburg
            France undo move 14.
            1 trench placed in Munich
    
        Activate Technology - France
            Trigger FranceP: France has 3 infantry placed in Paris
    
        Turn Complete - France
            France collect 162 PUs; end with 162 PUs
    

    Combat Hit Differential Summary :

    Neutral : 2.33
    Austria : -0.67
    France : 0.50
    Germany : 0.67
    

    Savegame

    posted in Team Games
  • RE: Grasshopper’s 1941 Deluxe Edition

    1941 DELUXE EDITION - UNIT PROFILES

    LAND UNITS:

    INFANTRY:
    Movement = 1 Point
    Cost = 3 IPCs
    Capacity = 1 Point
    Attack = 1X Black (1X Green with artillery support)
    Defence = 1X Green

    • Each attacking Infantry will receive a support bonus when paired with either an artillery or a tank

    CAVALRY:
    Movement = 2 Points
    Cost = N/A
    Capacity = 3 Points
    Attack = 1X Green
    Defence = 1X Green

    • May blitz unoccupied enemy territories

    ARTILLERY:
    Movement = 1 Point
    Cost = 4 IPCs
    Capacity = 2 Points
    Attack = 1X Green
    Defence = 1X Green

    • Each receive a first strike capability in battles where no enemy aircraft are present, or in battles where a dog fight has been triggered

    ANTI-AIRCRAFT GUN:
    Movement = 1 Point
    Cost = 5 IPCs
    Capacity = 2 Points
    Attack = 1X Black (up to 3 each)
    Defence = 1X Black (up to 3 each)

    MECHANIZED INFANTRY:
    Movement = 1 Point (+1 extended movement from tactical facilities)
    Cost = 5 IPCs
    Capacity = 2 Points
    Attack = 1X Green
    Defence = 1X Green

    • May each tow 1 AA Gun or 1 Artillery unit when Mechanized infantry movement is extended from tactical facilities (non- combat movement only).

    TANK:
    Movement = 1 Point (+1 extended movement from tactical facilities)
    Cost = 7 IPCs
    Capacity = 3 Points
    Attack = 1X Blue (1X Green when damaged)
    Defence = 1X Blue (1X Green when damaged)

    • Requires 2 hits to destroy
    • Can blitz through unoccupied enemy territories during the combat movement phase when movement is extended from tactical facilities

    AIR UNITS:

    AIR TRANSPORT:
    Movement = 3 Points (+1 extended movement from tactical facilities)
    Cost = 6 IPCs
    Capacity = 2 Points
    Attack = N/A
    Defence = N/A
    Dog Fight = N/A
    Convoy = N/A

    • May transport up to 3 Infantry units during the combat or non-combat movement phase.

    WAR PLANE:
    Movement = 3 Points (no extended movement from tactical facilities)
    Cost = N/A
    Capacity = N/A
    Attack = 1X Green
    Defence = 1X Green
    Dog Fight = 1X Black
    Convoy = 2X Black

    TACTICAL BOMBER:
    Movement = 3 Points (+1 extended movement from tactical facilities)
    Cost = 9 IPCs
    Capacity = 3 Points
    Attack = 1X Blue
    Defence = 1X Green
    Dog Fight = 1X Black
    Bombing Raid = 3X Blue
    Convoy = 3X Blue

    • Each receive a first strike capability in battles where a dog fight has not been triggered.

    FIGHTER:
    Movement = 3 Points (+1 extended movement from tactical facilities)
    Cost = 10 IPCs
    Capacity = 3 Points
    Attack = 1X Blue
    Defence = 1X Red
    Dog Fight = 1X Green (attack)
    Dog Fight = 1X Blue (defence)
    Convoy = 3X Green

    • May intercept and/or escort strategic bombing raids
    • Interceptors may always choose their enemy’s casualties
    • May be designated for future missions

    STRATEGIC BOMBER:
    Movement = 5 Points (+1 extended movement from tactical facilities)
    Cost = 13 IPCs
    Capacity = 4 Points
    Attack (1st CR only) = 3X Green
    (3X Black when damaged)
    Defence = 1X Black
    Dog Fight = 1X Black
    Bombing Raid = 4X Red (4X Blue when damaged)

    • Requires 2 hits to destroy
    • May bomb all facility types
    • -1 movement point when damaged

    SEA UNITS:

    SEA TRANSPORT:
    Movement = 1 Point (+1 extended movement from tactical facilities)
    Cost = 6 IPCs
    Capacity = 1 Point
    Attack = N/A
    Defence = N/A
    Convoy = N/A

    • May each carry a total of 3 capacity points worth of units
    • May not be used to block enemy movement

    ESCORT CARRIER:
    Movement = 1 Point (+1 extended movement from tactical facilities)
    Cost = N/A
    Capacity = N/A
    Attack = 1X Black
    Defence = 1X Green
    Convoy = N/A

    • May carry 1 eligible aircraft

    DESTROYER:
    Movement = 1 Point (+1 extended movement from tactical facilities)
    Cost = 7 IPCs
    Capacity = 2 Points
    Attack = 1X Green
    Defence = 1X Green
    Depth Charge = 1X Green
    Convoy = 3X Black

    SUBMARINE:
    Movement = 1 Point (+1 extended movement from tactical facilities)
    Cost = 8 IPCs
    Capacity = 2 Points
    Attack = 1X Blue
    Defence = 1X Green
    Convoy = 3X Red

    • Each receive a first strike capability in battles where an enemy destroyer is not present
    • May move through any sea zone ignoring all enemy ships.
    • May not be used to block enemy movement

    CRUISER:
    Movement = 1 Point (+1 extended movement from tactical facilities)
    Cost = 12 IPCs
    Capacity = 4 Points
    Attack = 1X Blue (2X Blue when engaging both enemy aircraft and sea units)
    Defence = 1X Blue (2X Blue when engaged by both enemy aircraft and sea units)
    Combat Bombardment = 1X Blue
    Strategic Bombardment = 3X Blue
    Convoy = 3X Blue

    • When attacking and/or defending cruisers are engaged by both air and sea units allowing each cruiser to roll 2X dice, it must be determined which die is targeting air units, and which die is targeting sea units before rolling

    AIRCRAFT CARRIER:
    Movement = 1 Point (+1 extended movement from tactical facilities)
    Cost = 16 IPCs
    Capacity = 3 Points
    Attack = 1X Black
    Defence = 1X Green (1X Black when damaged)
    Convoy = N/A

    • Aircraft Carriers are classified as capital ships, which require 2 hits to destroy
    • May carry up to 2 eligible aircraft (only one when damaged

    BATTLESHIP:
    Movement = 1 Point (+1 extended movement from tactical facilities)
    Cost = 18 IPCs
    Capacity = 5 Points
    Attack = 1X Red \ 2X Red when attacking both air and sea units - (1X Blue \ 2X Blue when damaged)
    Defence = 1X Red \ 2X Red when defending against both air and sea units - (1X Blue \ 2X Blue when damaged)
    Combat Bombardment = 1X Red (1X Blue when damaged)
    Strategic Bombardment = 3X Red (3X Blue when damaged)
    Convoy = 3X Red (3X Blue when Damaged)

    • Battleships are classified as capital ships, which require 2 hits to destroy
    • When attacking and/or defending battleships are engaged by both air and sea units allowing each battleship to roll 2X dice, it must be determined which die is targeting air units, and which die is targeting sea units before rolling
    posted in The Cliffside Bunker
  • RE: Grasshopper’s 1941 Deluxe Edition

    1941 DELUXE EDITION - COMBAT SEQUENCES

    GROUND COMBAT SEQUENCE

    TACTICAL COMBAT
    (one round only)

    1. Deploy any In Bound Aircraft

    • The defender may choose to deploy up to 3 "in bound” air units which include any scrambled and/or desi**gnated aircraft

    2. Conduct Dog Fighting

    • A dog fight is triggered when enemy aircraft from both sides are present in battle (dog fighting lasts one round only)
    • Use all dog fight values for each aircraft detailed in their unit profiles
    • Defending Strategic Bombers and Air Transports are considered grounded and may not participate in, or trigger a dog fight
    • All casualties from dog fighting are immediately removed from the board

    3. Conduct First Strike

    • Artillery may conduct a first strike if there are no enemy aircraft present, or if a dog fight has been triggered. A first strike is a free roll separate from general combat rolls
    • All casualties from first strike hits are immediately removed from the board

    4. ANTI-AIRCRAFT FIRE

    • All AA Guns now fire at all enemy aircraft that survived dog fighting
    • AA Guns receive 1X Black up to 3X bolded textblack depending on the amount of enemy aircraft present
    • All casualties from AA hits are immediately removed from the board

    5. Conduct Carpet Bombing
    All strategic bombers will now roll 3 dice each (colour type depending on damage)

    • Casualties from this attack are chosen by the defender and will fire back during the general combat phase

    GENERAL COMBAT
    (repeat multiple rounds)

    1. Attacker Fires

    • All eligible attacking units (including first strike units) roll dice to determine the amount of casualties the defender must sustain if any (submarines are rolled separately from all other attacking units)
    • Attacking Strategic Bombers may not roll dice during general combat, but they may be used as casualties

    2. Declare Casualties

    • Defender assigns hits to their defending units, casualties declared may still fire back if eligible
    • Air transports may be used as casualties at a rate of 3:1

    3. Defender Fires

    • All eligible defending units roll dice
    • Defending Strategic Bombers are considered grounded and may defend during each combat round until they are destroyed, or the attacker retreats

    4. Casualties Removed

    • Defender and Attacker each remove their casualties from the board

    CLARIFICATIONS

    • Defenders must declare their casualties immediately after attack rolls and before defence rolls each combat round

    NAVAL COMBAT SEQUENCE

    TACTICAL COMBAT
    (one round only)

    1. Deploy any In Bound Aircraft

    • The defender may choose to deploy up to 3 "in bound” air units including any scrambled and/or designated aircraft

    2. Conduct Dog Fighting

    • A dog fight is triggered when enemy aircraft from both sides are present in battle (dog fighting lasts one round only)
    • Use all dog fight values for each aircraft detailed in their unit profiles
    • All casualties from dog fighting are immediately removed from the board

    3. Conduct First Strike

    • Tactical bombers may conduct a first strike if no dog fight occurred. a first strike is a free roll separate from general combat rolls
    • Submarines may now conduct a first strike if enemy destroyers are not present (subs may not hit subs during this phase)
    • All casualties from first strike hits are immediately removed from the board

    4. Submerge Option

    • Submerging is an action for submarines that wish to avoid combat and escape
    • The presence of enemy destroyers does not prevent submarines from submerging during this phase
    • This is the only opportunity a Submarine may submerge before or during general combat, unless they have no eligible targets remaining
    • Any submarines choosing to submerge must be flipped, and turned on their side for reference purposes, they are flipped back upright after combat

    6. Depth Charge Attack

    • Depth charge attack is an action for destroyers triggered by enemy submarines submerging
    • Each destroyer will get up to 3X Green dice depending on the number of submarines that have submerged (same as AA Gun rule)
    • Submerged subs can not defend during this phase, and are immediately removed from the board if hit

    7. Conduct Carpet Bombing

    • All strategic bombers will now roll 3 dice each (colour type depending on damage)
    • Strategic Bombers don’t roll during general combat, but they may be used as casualties
    • Casualties from this attack are chosen by the defender and will fire back during the general combat phase

    GENERAL COMBAT
    (repeat multiple rounds)

    1. Attacker Fires

    • All eligible attacking units (including first strike units) roll dice to determine the amount of casualties the defender must sustain if any (submarines are rolled separately from all other attacking units)

    2. Declare Casualties

    • Defender assigns hits to their defending units, casualties declared may still fire back if eligible
    • Sea transports may be used as casualties at a rate of 3:1

    3. Defender Fires

    • All eligible defending units roll dice, however, submarine dice are rolled separately from all other defending units

    4. Casualties Removed

    • Defender and Attacker each remove their casualties from the board

    CLARIFICATIONS

    • Defenders must immediately declare their casualties after the attacker rolls and before the defender rolls during each combat round
    • Units may attack and defend during each general combat round even if they were involved in the first strike phase or the depth charge phase
    • Submarines that did not submerge during the tactical combat phase must participate in general combat, and may not submerge unless there are only enemy aircraft and submarines remaining
    • Submerged submarines that survived the Tactical combat phase may not resurface to fight during general combat
    • Submerged submarines remain in the same sea zone (placed on their side) and resurface only when combat has ended
    • Submarines may not first strike submarines, nor are they allowed to hit each other during general combat.
    • Aircraft may not scramble into an adjacent sea zone that is being attacked by enemy submarines only
    • Defending sea transports may be used as casualties to absorb enemy hits at a rate of 1:3
    • Depth Charge Attacks from destroyers are conducted the same way AA Guns defend against aircraft.
    • Destroyers using depth charge attack receive as many Green dice as there are submerged submarines up to 3
    posted in The Cliffside Bunker
  • RE: Grasshopper’s 1941 Deluxe Edition

    1941 DELUXE EDITION - MOVEMENT SEQUENCES

    posted in The Cliffside Bunker
  • RE: Grasshopper’s 1941 Deluxe Edition

    1941 DELUXE EDITION - PRODUCTION SEQUENCES

    posted in The Cliffside Bunker
  • RE: Grasshopper’s 1941 Deluxe Edition

    1941 DELUXE EDITION - THE STRATEGIC MISSIONS PHASE

    1. Check For Axis Victory
    2. Recruit Volunteers
    3. Deploy Kamikaze Pilots
    4. Convoy Enemy Resources
    5. Deploy Partisan Rebels
    6. Re-assign Sea Transports
    7. Apply National Advantages

    1. CHECK FOR AXIS VICTORY

    • During this step of each strategic missions phase, the Axis powers can win if they control 6 victory cities on the Europe board, and 6 victory cities on the Pacific board.
    • During this step of the 12th and final strategic missions phase, the Allies can win if the above Axis victory conditions have not been met.

    2. RECRUIT VOLUNTEERS

    • Each capital city with an operational production facility will now recruit 3 free Infantry units aligned with the power that controls the territory
    • Each major city with an operational production facility will now recruit 2 free infantry units aligned with the power that controls the territory
    • Each minor city with an operational production facility will now recruit 1 free infantry unit aligned with the power that controls the territory

    3. DEPLOY KAMIKAZE PILOTS

    • During this step of each strategic missions phase, Japan may target any Allied surface warships within Kamikaze sea zones.
    • When one or more eligible targets exist, Japan will receive 4X Green dice and deploy them against surface warships in any combination they choose
    • Allied air units on defending carriers or “in bound” aircraft from other territories may use their dog fight values to destroy kamikaze pilots before they attempt to sink Allied ships

    4. CONVOY ENEMY RESOURCES

    • Warships in a convoy zone adjacent to an enemy victory city may roll dice to raid resources from the surrounding enemy territories
    • Each hit rolled will damage the resource value of enemy territories adjacent to the convoy zone, up to the tatal value of all adjacent enemy territories
    • Whenever a convoy raid is successful and damage markers have been applied to one or more territories (defenders choice) the income tracker is adjusted according to the total damage recieved
    • Income on the income tracker is restored when resources are replenished during defenders next turn sequence

    5. DEPLOY PARTISAN REBELS

    • The Allied partisan rebels may bomb any captured facilities on an Axis occupied territory with a victory city
    • During this step of each strategic missions phase whenever there are eligible targets. The Allies will get 4X Red dice to bomb 1 facility type
    • The facilities may use their built in defence system to reduce the amount of damage caused by the rebels. They may roll 4 black dice and each hit will remove 1X Red dice.

    6. RE-ASSIGN SEA TRANSPORTS

    • With the permission of the current owner, players may hand over control of any number of sea transports (including none) to an ally power.
    • Sea transports that have been reassigned are now swaped out for sea transports with colours aligned with the power that now controls them

    8. APPLY NATIONAL ADVANTAGES

    • 2 predetermined nations will each receive a predetermined national advantage card depending on which strategic missions phase it is.
    posted in The Cliffside Bunker
  • RE: Grasshopper’s 1941 Deluxe Edition

    1941 DELUXE EDITION - POLITICAL SITUATIONS

    posted in The Cliffside Bunker