• RE: Deluxe Edition Unit Profiles

    OIL TANKER:

    Cost - 1 per 3 Oil Derricks controlled
    Move - N/A
    Capacity - N/A
    Attack - N/A Defense - N/A
    Build Queue - Add or remove according to the number of Oil Derricks controlled throughout the game

    • Oil Tankers are earned by nations controlling 3 or more Oil Derricks, earn 1 for each 3 controlled
    • Oil Tankers stay in the build queue and each provide a 5 IPC bonus during the strategic missions phase
    • Oil Tankers may be sent to an ally nations build queue or back again during any strategic missions phase
    • Nations only collect for Oil Tankers that are in their build queue since the beginning of the SMP
    • Oil Tankers that move from one build queue to another during a strategic missions phase may not produce bonus income during a Strategic Missions Phase in which it moved
    • United Kingdom Oil Derricks in both Europe and Pacific can be combined, and are able to provide an oil tanker to either Europe or Pacific when a 3rd Derrick is gained (nation with more chooses)
    • Commonwealth Oil Derricks in both Canada and Australia can be combined, and are able to provide an oil tanker to either Canada or Australia when a 3rd Derrick is gained (nation with more chooses)

    SEA TRANSPORT:

    Cost - 6 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 1
    Attack - N/A
    Defense - N/A
    Build Queue - N/A

    • Each sea transport must carry at least one elite infantry during the combat movement phase (unless the territory being attacked is not occupied by enemy units).
    • During both the combat and non-combat movement phases, a sea transport may only carry a load totaling 3 capacity points (see land unit capacity values under each profile)
    • Sea transports may be used as casualties up to 3 per hit_

    DESTROYER:

    Cost - 7 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 2
    Attack - @2
    Defense - @2
    Build Queue - N/A

    • During game rounds 1 & 2, destroyers do not negate the first strike ability of German U-Boats

    SUBMARINE:

    Cost - 8 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 2
    Attack - @3 (first strike bonus when enemy destroyers are not present)
    Defense - @2
    Build Queue - N/A

    • Can not hit aircraft

    WARSHIP:

    Cost - Obsolete
    Move - 2 (+1 from a naval facility)
    Capacity - 2
    Attack - @3 (+1 sea superiority bonus)
    Defense - @3 (+1 sea superiority bonus)
    Build Queue - Obsolete


    LIGHT CARRIER:

    Cost - Obsolete
    Move - 2 (+1 from a naval facility)
    Capacity - 2
    Attack - @1
    Defense - @2
    Build Queue - Obsolete

    • May only carry 1 air unit
    • May be attacked by interceptors during a shore bombardment

    DREADNOUGHT:

    Cost - Obsolete
    Move - 2 (+1 from a naval facility)
    Capacity - 2
    Attack - @4
    Defense - @4
    Build Queue - Obsolete


    CRUISER:

    Cost - 12 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 4
    Attack - 1X @5 when attacking aircraft or sea units
    Attack - 2X @5 when attacking both aircraft and sea units
    Defense - 1X @5 when defending against aircraft or sea units
    Defense - 2X @5 when defending against both aircraft and sea units
    Build Queue - (6/6)

    • This unit is required to use the build queue when being purchased
    • May conduct a shore bombardment during amphibious assaults and/or the strategic missions phase
    • May be engaged by interceptors during a shore bombardment (defenders choice)
    • May bombard any adjacent enemy facility during Strategic Missions Phase (if part of a designated fleet)
    • Casualties resulting from a bombardment during amphibious assaults are immediately removed from the board

    AIRCRAFT CARRIER:

    Cost - 16 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 4
    Attack - @1 (N/A if damaged)
    Defense - @2 (N/A if damaged)
    Build Queue - (8/8)

    • This unit is required to use the build queue when being purchased
    • Requires 2 hits to sink
    • May be engaged by interceptors during a shore bombardment (defenders choice)
    • Aircraft Carriers may carry a maximum of 2 eligible air units, damaged Aircraft Carriers carry one less aircraft from their full capacity

    BATTLESHIP:

    Cost - 18 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 5
    Attack - 1X @6 when attacking aircraft or sea units (1X @4 when damaged)
    Attack - 2X @6 when attacking both aircraft and sea units 2X @4 when damaged)
    Defense - 1X @6 when defending against aircraft or sea units (1X @4 when damaged)
    Defense - 2X @6 when defending against both aircraft and sea units (2X @4 when damaged)
    Build Queue - (9/9)

    • This unit is required to use the build queue when being purchased
    • Requires 2 hits to sink
    • May conduct a shore bombardment during amphibious assaults and/or the strategic missions phase
    • May be engaged by interceptors during a shore bombardment (defenders choice)
    • May bombard any adjacent enemy facility during Strategic Missions Phase (if part of a designated fleet)
    • Casualties resulting from a bombardment during amphibious assaults are immediately removed from the board
    posted in The Cliffside Bunker
  • RE: Deluxe Edition Unit Profiles

    AIR TRANSPORT:

    Cost - 6 IPCs
    Move - 4 (+1 from an airbase)
    Capacity - 1
    Attack - N/A
    Defense - N/A
    Dog Fight - Attack - @0 / Defense - @0
    Build Queue - N/A

    • During the combat movement phase, each air transport may carry a total of 3 capacity points worth of units, however, each may only carry Elite Infantry during the combat movement phase (air transports may never land on territories being attacked)
    • During the non-combat movement phase, each air transport may carry a total of 3 capacity points worth of land units, however, each may only carry infantry and artillery unit types (air transports used during non-combat must land with their cargo in the same territory)
    • Air transports may be used as casualties up to 3 per hit
    • Air transports may not be designated for future missions

    WAR PLANE:

    Cost - Obsolete
    Move - 3 (+1 from an airbase)
    Capacity - N/A
    Attack - @1 (+1 air superiority bonus)
    Defense - @1 (+1 air superiority bonus)
    Dog Fight - Attack - @1 / Defense - @1
    Build Queue - Obsolete

    • May hit surfaced submarines without a destroyer present
    • War planes may not be designated for future missions

    TACTICAL BOMBER:

    Cost - 9 IPCs
    Move - 4 (+1 from an airbase)
    Capacity - 2
    Attack - @3 (first strike bonus when a dog fight is not triggered)
    Defense - @3
    Dog Fight - Attack - @1 / Defense - @1
    Build Queue - N/A

    • May hit surfaced submarines without a destroyer present
    • May be designated for future missions

    FIGHTER:

    Cost - 10 IPCs
    Move - 4 (+1 from an airbase)
    Capacity - 3
    Attack - @4 (+1 support bonus when combined with an AA Artillery unit)
    Defense - @5 (+1 support bonus when combined with an AA Artillery unit)
    Dog Fight - Attack - @2 / Defense - @3
    Build Queue - N/A

    • May hit surfaced submarines without destroyer present
    • May be designated for future missions

    STRATEGIC BOMBER:

    Cost - 14 IPCs
    Move - 6 (+1 from an airbase)
    Capacity - 4
    Attack - 3X @3 per bomber against land units (3X @2 if damaged)
    Attack - 3X @2 per bomber against sea units (3@1 if damaged)
    Defense - @1 (N/A if damaged)
    Dog Fight - Attack - @1 / Defense - @1
    Build Queue - (7/7)

    • Requires 2 hits to shoot down
    • This unit is required to use the build queue when being purchased
    • Attacks by rolling 3 dice in the first combat round, and then N/A all remaining rounds
    • Defending Strategic Bombers are considered grounded and may not participate in, or trigger a dog fight, however, they may defend during each combat round 1@1 (N\A if damaged) until they are destroyed, or the attacker retreats
    • May be designated for future missions
    • May not move during the combat movement phase when damaged
    • May not be designated for future mission when dama
    posted in The Cliffside Bunker
  • RE: Deluxe Edition Unit Profiles

    CAVALRY:

    Cost - Obsolete
    Move - 2
    Capacity - 2
    Attack - @2
    Defense - @2
    Queue - N/A

    • Can blitz

    REGULAR INFANTRY:

    Cost - 3 IPCs
    Move - 1
    Capacity - 1
    Attack - @1 (+1 support bonus when combined with an artillery unit or elite infantry)
    Defense - @2 (+1 support bonus when combined with an operational bunker)
    Build Queue - N/A


    MECHANIZED INFANTRY:

    Cost - 4 IPCs
    Move - 2
    Capacity - 1
    Attack - @1 (+1 support bonus when combined with an artillery unit or elite infantry)
    Defense - @2
    Queue - N/A

    • May each tow any artillery unit during the non combat moment phase

    ELITE INFANTRY:

    Cost - 4 IPCs
    Move - 1
    Capacity - 1
    Attack - @2 (+1 support bonus when combined with an artillery unit or tank unit)
    Defense - @2 (+1 support bonus when combined with an operational bunker)
    Queue - (2/2)

    • This unit is required to use the build queue when being purchased
    • At least one Elite Infantry must occupy each sea transport being used during the combat movement phase (unless the territory being attacked is not occupied by at least 1 enemy unit)
    • Only Elite Infantry may be used with air transports during the combat movement
    • May repair 1 heavy tank or tiger tank within the same territory per turn

    ANTI-AIRCRAFT ARTILLERY:

    Cost - 5 IPCs
    Move - 1
    Capacity - 2
    Attack - 1 @1 per aircraft up to 3 per gun
    Defense - 1 @1 per aircraft up to 3 per gun
    Queue - N/A

    • May be towed by mechanized infantry during the non combat movement phase
    • AA Artillery units may attack and defend to fire at enemy aircraft during the AA barrage phase up to 3 shots each (same as G40)
    • AA Artillery units provide a +1 support bonus when combined with a fighter (during General Combat only, not applied during a Dog Fight)

    LIGHT ARTILLERY:

    Cost - 4 IPCs
    Move - 1
    Capacity - 2
    Attack - @2
    Defense -@2
    Queue - N/A

    • May be towed by mechanized infantry during the non combat movement phase

    HEAVY ARTILLERY:

    Cost - 5 IPCs
    Move - 1
    Capacity - 3
    Attack - @4 (first strike bonus if no enemy aircraft present, or if a dog fight has been triggered)
    Defense - @4
    Queue - N/A

    • May be towed by mechanized infantry during the non combat movement phase
    • May not be transported during the combat movement phase
    • All heavy artillery receive a first strike bonus when enemy tactical bombers are not present

    LIGHT TANK:

    Cost - 5 IPCs
    Move - 2
    Capacity - 2
    Attack - @3 (+1 ground superiority bonus)
    Defense - @3 (+1 ground superiority bonus)
    Queue - N/A

    • Can blitz

    HEAVY TANK:

    Cost - 8 IPCs
    Move - 2
    Capacity - 3
    Attack - @5 (@4 when damaged)
    Defense - @4 (@3 when damaged)
    Queue - (4/4)

    • Can blitz
    • This unit is required to use the build queue when being purchased
    • Requires 2 hits to destroy
    • May not be transported during the combat movement phase
    • Damaged Heavy Tanks may not blitz
    posted in The Cliffside Bunker
  • RE: All the Russian openings: For Begginers

    Yeah Russia is really the most vulnerable to sustained bombing, even though Germany never really ran a strategic round the clock bombing campaign like that vs Russia during the war. Certainly Japan didn’t hehe. As Allies its harder to get the bombing game up and running. Frequently by the time you have enough bombers to smash Berlin every round, Germany is banking enough to repair and still drop like 8-10 inf a turn. And a bad run losing bombers can really set you back trying to get the edge for a big amphib assault on the German capital. For round 1 USA it depends for me on what’s left alive in sz11 or sz53. If no transports left in 11 I usually buy a pair so 1 CV, 1 DD, 2 transports, then either a tank or sub depending on what Germany has left. If transports left alive I’d stack destroyers. If USA was ignored then I buy bombers and a CV. But yeah I agree, a lot comes down to R1/G1

    posted in Axis & Allies 1942 2nd Edition
  • RE: Larry Harris Semi-Official Tournament Game Patch

    haha yeah that sounds pretty intense. I can definitely see why they’d go preplacement when you’re rocking 9-5 until eliminated. Esp with teams. My memories of save for purchase bids are all coming from tripleA warclub stuff not the sit down and gun with the gang official type situation. I always imagined that things in the actual hall would be pretty next level. Definitely sounds like that’s the case

    posted in Axis & Allies 1942 2nd Edition
  • RE: 19 Playoff 1/4 Final Adam514 (Axis) vs 666 (Allies+11)

    @farmboy said in 19 Playoff 1/4 Final Adam514 (Axis) vs 666 (Allies+11):

    @Adam514 said in 19 Playoff 1/4 Final Adam514 (Axis) vs 666 (Allies+11):

    @farmboy Montreal, Quebec. “514” is the phone area code of Montreal haha.

    Nice! Montreal is certainly one of the most interesting Canadian cities too visit. I’m Canadian as well and grew up in rural Manitoba (hence the farmboy moniker) but most of my adult life has been spent in Toronto (although I’m now in Vancouver). Anyway, sorry to interrupt your game. .
    No, interrupt, distract Adam, I need all the help I can get.

    posted in League
  • RE: 19 Playoff 1/4 Final Adam514 (Axis) vs 666 (Allies+11)

    @Adam514 said in 19 Playoff 1/4 Final Adam514 (Axis) vs 666 (Allies+11):

    @farmboy Montreal, Quebec. “514” is the phone area code of Montreal haha.

    more importantly, how about you make a big mistake soon…wishing I took the axis now.

    posted in League
  • RE: Deluxe Edition Unit Profiles

    AIRBASE:

    Cost - 20 IPCs
    Move - N/A
    Build Queue - 2 construction markers

    PLACING AN AIRBASE:

    • When this unit gets put on the board, 2 construction markers must be placed under it (1 construction marker is removed for free during each Strategic Missions Phase)
    • An airbase may be placed on any territory that does not already contain an airbase or air field

    USING AN AIRBASE:

    • The following abilities are provided for free to all units using an operational airbase

    AIRBASE ABILITIES:

    • Add +1 movement for air units within a territory containing an operational air base
    • Remove damage markers from strategic bombers within a territory containing an operational airbase
    • May scramble up to 3 air units to defend any adjacent sea zones (4 with a radar tower)
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING AN AIRBASE:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 12, must be fully repaired in order to operate

    REPAIRING AN AIRBASE:

    • Damage markers cost 1 IPC each to be removed
    • An airbase is not operational until all damage markers are removed
    • An airbase is not operational until all construction markers are removed

    CAPTURING AN AIRBASE:

    • Any facility captured while under construction is immediately removed from the board
    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities. ___________________________________________________________________

    AIR FIELD:

    Cost - 10 IPCs
    Move - N/A
    Build Queue - 1 construction marker

    PLACING AN AIR FIELD:

    • When this unit gets put on the board, 1 construction marker must be placed under it (unless being placed on territory already containing an air field for the purpose of building an air base)
    • An air field may be placed on any territory that does not already contain an air base
    • Placing an air field on a territory that already contains an airfield will immediately turn both into 1 airbase

    USING AN AIR FIELD:

    • For air fields in territories with a victory city, the following abilities are provided for free to all units totalling 20 capacity points. A cost of 1 IPC per capacity point over 20 used will be due during the collect income phase within the same turn.
    • For air fields in territories without a victory city, the following abilities are provided for free to all units totalling 10 capacity points. A cost of 1 IPC per capacity point over 10 used will be due during the collect income phase within the same turn.

    AIR FIELD ABILITIES:

    • Add +1 movement for air units within a territory containing an operational air field
    • Remove damage markers from strategic bombers within a territory containing an operational air field
    • May scramble up to 3 air units to defend any adjacent sea zones (4 with a radar tower)
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING AN AIR FIELD:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 6, must be fully repaired in order to operate

    REPAIRING AN AIR FIELD:

    • An air field is not operational until all damage markers are removed
    • An air field is not operational until all construction markers are removed

    CAPTURING AN AIR FIELD:

    • Any facility captured while under construction is immediately removed from the board
    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.

    NAVAL BASE:

    Cost - 20 IPCs
    Move - N/A
    Build Queue - 2 construction markers

    PLACING A NAVAL BASE:

    • When this unit gets put on the board, 2 construction markers must be placed under it (1 construction marker is removed for free during each Strategic Missions Phase)
    • A naval base may be placed on any territory that does not already contain a naval base or naval port

    USING A NAVAL BASE:

    • The following abilities are provided for free to all units using an operational naval base

    NAVAL BASE ABILITIES:

    • Add +1 movement for sea units within sea zones adjacent to a territory containing an operational naval base
    • Remove damage markers from capital ships within sea zones adjacent to a territory containing an operational naval base
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING A NAVAL BASE:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 12, must be fully repaired in order to operate

    REPAIRING A NAVA BASE:

    • Damage markers cost 1 IPC each to be removed
    • A naval base is not operational until all damage markers are removed
    • A naval base is not operational until all construction markers are removed

    CAPTURING A NAVAL BASE:

    • Any facility captured while under construction is immediately removed from the board
    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities. ___________________________________________________________________

    NAVAL PORT:

    Cost - 10 IPCs
    Move - N/A
    Build Queue - 1 construction marker

    PLACING A NAVAL PORT:

    • When this unit gets put on the board, 1 construction marker must be placed under it (unless being placed on territory already containing a naval port for the purpose of building a naval base)
    • A naval port may be placed on any territory that does not already contain a naval base
    • Placing a naval port on a territory that already contains a naval port will immediately turn both into 1 naval base

    USING A NAVAL PORT:

    • For naval ports in territories with a victory city, the following abilities are provided for free to all units totalling 20 capacity points. A cost of 1 IPC per capacity point over 20 used will be due during the collect income phase within the same turn.
    • For naval ports in territories without a victory city, the following abilities are provided for free to all units totalling 10 capacity points. A cost of 1 IPC per capacity point over 10 used will be due during the collect income phase within the same turn.

    NAVAL PORT ABILITIES:

    • Add +1 movement for sea units in sea zones adjacent to a territory containing an operational naval port
    • Remove damage markers from capital ships in sea zones adjacent to a territory containing an operational naval port
    • May scramble up to 3 air units to defend any adjacent sea zones (4 with a radar tower)
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING A NAVAL PORT:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 6, must be fully repaired in order to operate

    REPAIRING A NAVAL PORT:

    • A naval port is not operational until all damage markers are removed
    • A naval port is not operational until all construction markers are removed

    CAPTURING A NAVAL PORT:

    • Any facility captured while under construction is immediately removed from the board
    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.

    RAIL STATION:

    Cost - N/A
    Move - N/A
    Build Queue - N/A

    USING A RAIL STATION:

    • The following abilities are available to all land unit types when using an operational rail station

    RAIL STATION ABILITIES:

    • Up to 3 land units in a territory with an operational rail station may move 3 spaces in any direction during the non-combat movement phase.
    • May recruit conscript units during the Strategic Missions Phase
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING A RAIL STATION:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 12, must be fully repaired in order to operate

    REPAIRING A RAIL STATION:

    • Damage markers cost 1 IPC each to be removed
    • A rail station is not operational until all damage markers are removed

    CAPTURING A RAIL STATION:

    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities. ___________________________________________________________________

    RAIL YARD:

    Cost - N/A
    Move - N/A
    Build Queue - N/A

    USING A RAIL YARD:

    • For rail yards in territories with a victory city, only Infantry type units, and artillery type units may be transported.
    • For rail yards in territories without a victory city, only Infantry type units may be transported.

    RAIL YARD ABILITIES:

    • Up to 3 land units in a territory with an operational rail yard may move 3 spaces in any direction during the non-combat movement phase.
    • May recruit conscript units during the Strategic Missions Phase
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING A RAIL YARD:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 6, must be fully repaired in order to operate

    REPAIRING A RAIL YARD:

    • A rail yard is not operational until all damage markers are removed

    CAPTURING A RAIL YARD:

    • Any facility captured while under construction is immediately removed from the board
    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.

    OIL DERRICK:

    Cost - N/A
    Move - N/A
    Build Queue - N/A

    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • The income tracker is lowered according to how much an Oil Derrick has been damaged
    • The income tracker is raised according to how much the Oil Derrick has been repaired

    MAJOR BUNKER:

    Cost - 20
    Move - N/A
    Attack - N/A Defense - N/A** Gives a +1 support bonus for up to 6 regular and/or elite infantry
    Build Queue - 2 construction markers

    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.

    • When this unit gets purchased and placed on the board, 2 construction markers must be placed under it

    • May take damage during battle or a bombing raid reducing it’s effectiveness to support Infantry

    • Maximum damage 6, and each damage marker cost 1 IPCs to repair

    • May be damaged by tactical bombers, strategic bombers, and super fortresses during SMP

    • Each damage marker represents 1 less regular or elite infantry that is no longer supported on defense

    • Only 1 per territory allowed, and may not be placed in a territory already containing a minor bunker

    • Provides one round of defensive bombardment for 6 @1 to destroy or damage attacking enemy units in the antiaircraft barrage step during the ground combat sequence, casualties from this bombardment do not fire back

    • Any facility captured while under construction (with construction marker) is immediately removed from the board


    MINOR BUNKER:

    Cost - 10
    Move - N/A
    Attack - N/A Defense - N/A** Gives a +1 support bonus for up to 3 regular and/or elite infantry
    Build Queue - 1 construction marker

    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.

    • When this unit gets purchased and placed on the board, 1 construction marker must be placed under it

    • May take damage during battle or a bombing raid reducing it’s effectiveness to support Infantry

    • Maximum damage 3, and each damage marker cost 1 IPCs to repair

    • May be damaged by tactical bombers, strategic bombers, and super fortresses during SMP

    • Each damage marker represents 1 less regular or elite infantry that is no longer supported on defense

    • Only 1 per territory allowed, and may not be placed in a territory already containing a major bunker

    • Provides one round of defensive bombardment for 3 @1 to destroy or damage attacking enemy units in the antiaircraft barrage step during the ground combat sequence, casualties from this bombardment do not fire back

    • Any facility captured while under construction (with construction marker) is immediately removed from the board_

    posted in The Cliffside Bunker
  • Deluxe Edition Unit Profiles

    INDUSTRIAL COMPLEX:

    Cost - N/A
    Move - N/A
    Build Queue - N/A

    • This facility is not available to be purchased
    • Produces up to 12 capacity points, must be fully repaired in order to mobilize units (max damage 24)
    • May repair heavy tanks and/or tiger tanks allowable after facility damage up to 10
    • May only be damaged by strategic bombers and super fortresses
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • Immediately downgraded to a major factory once captured

    MAJOR FACTORY:

    Cost - 20 IPCs
    Move - N/A
    Build Queue - 2 construction markers

    • When this unit gets built and put on the board, 2 construction markers must be placed under it
    • A production facility may not mobilize units until all construction markers are removed
    • Produces up to 6 capacity points, must be fully repaired in order to mobilize units (max damage 12)
    • May repair heavy tanks and/or tiger tanks allowable after facility damage up to 6
    • May only be damaged by strategic bombers and super fortresses
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be placed on any controlled territory (not islands or neutrals) with an IPC value of 3 or greater
    • Immediately downgraded to a minor factory once captured
    • May not be upgraded to an IC under any circumstances
    • Any facility captured while under construction (with construction marker) is immediately removed from the board

    MINOR FACTORY:

    Cost - 10 IPCs
    Move - N/A
    Build Queue - 1 construction marker

    • When this unit gets built and put on the board, 1 construction marker must be placed under it
    • A production facility may not mobilize units until all construction markers are removed
    • Produces up to 3 capacity points, must be fully repaired in order to mobilize units (max damage 6)
    • May repair heavy tanks and/or tiger tanks in the amount allowable after facility damage up to 3
    • May be damaged by tactical bombers, strategic bombers and super fortresses
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be placed on any controlled territory (not islands) with an IPC value of 2 or greater
    • Immediately apply max damage to a minor factory once captured
    • May be upgraded to a major factory for 15 IPCs (provided all placement requirements have been met)
    • Any facility captured while under construction (with construction marker) is immediately removed from the board
    posted in The Cliffside Bunker
  • RE: trulpen (X) vs oysteilo (A+5) BM3

    @trulpen said in trulpen (X) vs oysteilo (A+5) BM3:

    Just a last remark, I feel very silly of putting my fleet at a wipe like that, since I only did the setup due to putting up a blocker. And then I didn’t. Will cost me the game, but luckily it’s just that. A game.

    playing Adam in playoffs, just missed moving my french fighter to defend two trannies, Adam, moved right away killing both trannies, it is what it is, we both need to be more careful if our records matter to us.

    posted in League