Scramble SZ97?
9c139c01-ba3c-4c84-9f1f-fcf73bc87cb8-image.png
no scramble
G3 end map sent
I am trying to decide whether or not to buy a tech roll for Japan, but I need to know, what happens if I roll and get a tech I already have? Do I get to keep a tech token still or does it become a waste of 5 IPC?
If you are successful in discovering technology and then you roll your breakthrough die and you roll a technology you already have discovered, you roll again until you discover a different technology.
Ok, thanks :-)
J3 sent
I3 sent
G4 sent
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Politics - Japanese
Japanese takes Political Action: Political Action Japanese To War With Russians
Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Japanese and Russians from Neutrality to War
Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and Chinese from Neutrality to Allied
Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and Dutch from Neutrality to Friendly
Research Technology - Japanese
Japanese spend 5 on tech rolls
Japanese roll 3 and gets 0 hits
Purchase Units - Japanese
Japanese buy 2 destroyers, 2 infantry, 3 submarines and 2 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 1 techTokens;
Combat Move - Japanese
1 submarine moved from 20 Sea Zone to 44 Sea Zone
1 submarine moved from 36 Sea Zone to 44 Sea Zone
1 destroyer moved from 42 Sea Zone to 55 Sea Zone
1 fighter and 1 tactical_bomber moved from 42 Sea Zone to 55 Sea Zone
1 destroyer moved from 42 Sea Zone to 46 Sea Zone
1 transport moved from 19 Sea Zone to 6 Sea Zone
2 infantry moved from Japan to 6 Sea Zone
2 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
2 infantry moved from 5 Sea Zone to Siberia
2 artilleries, 6 infantry and 1 mech_infantry moved from Kiangsi to Kwangtung
1 fighter and 1 tactical_bomber moved from 42 Sea Zone to 55 Sea Zone
2 fighters and 2 tactical_bombers moved from Philippines to 44 Sea Zone
2 fighters moved from 42 Sea Zone to 55 Sea Zone
Combat - Japanese
Battle in 44 Sea Zone
Japanese attack with 2 fighters, 2 submarines and 2 tactical_bombers
ANZAC defend with 1 destroyer and 1 transport
Japanese roll dice for 2 submarines in 44 Sea Zone, round 1 : 1/2 hits
Japanese roll dice for 2 fighters and 2 tactical_bombers in 44 Sea Zone, round 1 : 3/4 hits
ANZAC roll dice for 1 destroyer and 1 transport in 44 Sea Zone, round 1 : 1/1 hits
1 transport owned by the ANZAC , 1 destroyer owned by the ANZAC and 1 submarine owned by the Japanese lost in 44 Sea Zone
Japanese win, taking 44 Sea Zone from ANZAC with 2 fighters, 1 submarine and 2 tactical_bombers remaining. Battle score for attacker is 9
Casualties for Japanese: 1 submarine
Casualties for ANZAC: 1 destroyer and 1 transport
Battle in 55 Sea Zone
Japanese attack with 1 destroyer, 4 fighters and 2 tactical_bombers
ANZAC defend with 1 destroyer
Japanese roll dice for 1 destroyer, 4 fighters and 2 tactical_bombers in 55 Sea Zone, round 1 : 4/7 hits
ANZAC roll dice for 1 destroyer in 55 Sea Zone, round 1 : 1/1 hits
1 destroyer owned by the ANZAC and 1 fighter owned by the Japanese lost in 55 Sea Zone
Japanese win with 1 destroyer, 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is -2
Casualties for Japanese: 1 fighter
Casualties for ANZAC: 1 destroyer
Battle in Siberia
Battle in Kwangtung
Japanese attack with 2 artilleries, 6 infantry and 1 mech_infantry
British defend with 1 mech_infantry; UK_Pacific defend with 1 harbour
Japanese roll dice for 2 artilleries, 6 infantry and 1 mech_infantry in Kwangtung, round 1 : 3/9 hits
UK_Pacific roll dice for 1 mech_infantry in Kwangtung, round 1 : 1/1 hits
1 infantry owned by the Japanese and 1 mech_infantry owned by the British lost in Kwangtung
Japanese win, taking Siberia from Russians, taking Kwangtung from UK_Pacific with 2 artilleries, 5 infantry and 1 mech_infantry remaining. Battle score for attacker is 1
Casualties for Japanese: 1 infantry
Casualties for British: 1 mech_infantry
Non Combat Move - Japanese
1 artillery moved from Java to 42 Sea Zone
1 artillery and 1 transport moved from 42 Sea Zone to 41 Sea Zone
1 infantry moved from Sumatra to 41 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 41 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
1 artillery moved from Borneo to 43 Sea Zone
1 artillery and 1 transport moved from 43 Sea Zone to 35 Sea Zone
1 artillery moved from 35 Sea Zone to Philippines
2 submarines moved from 6 Sea Zone to 36 Sea Zone
1 carrier, 1 destroyer and 2 fighters moved from 6 Sea Zone to 35 Sea Zone
3 carriers moved from 42 Sea Zone to 37 Sea Zone
1 battleship and 2 cruisers moved from 42 Sea Zone to 37 Sea Zone
1 destroyer moved from 42 Sea Zone to 37 Sea Zone
2 tactical_bombers moved from 55 Sea Zone to Malaya
1 battleship moved from 42 Sea Zone to 37 Sea Zone
2 fighters moved from 44 Sea Zone to Philippines
3 fighters moved from 55 Sea Zone to 37 Sea Zone
1 fighter moved from Japan to Philippines
1 transport moved from 6 Sea Zone to 35 Sea Zone
2 tactical_bombers moved from 44 Sea Zone to 37 Sea Zone
1 fighter moved from Malaya to 37 Sea Zone
2 tactical_bombers moved from Malaya to Philippines
Place Units - Japanese
1 destroyer placed in 37 Sea Zone
2 infantry placed in Malaya
1 destroyer, 3 submarines and 2 transports placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 50 PUs; end with 50 PUs total
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 55 PUs
Production/PUs Summary :
Germans : 47 / 59
Russians : 43 / 53
Japanese : 50 / 55
Americans : 50 / 70
Chinese : 12 / 17
British : 22 / 0
UK_Pacific : 9 / 10
Italians : 9 / 9
ANZAC : 10 / 16
French : 9 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Research Technology - Americans
Americans spend 0 on tech rolls
Americans roll 6 and gets 1 hit
Americans removing all Technology Tokens after successful research.
Americans discover Jet Power
Activate Technology - Americans
Americans activating Jet Power
Purchase Units - Americans
Americans buy 1 carrier, 3 destroyers, 2 fighters, 1 infantry and 1 transport; Remaining resources: 0 PUs; 0 techTokens;
Combat Move - Americans
1 artillery, 4 infantry and 1 mech_infantry moved from Queensland to 54 Sea Zone
1 artillery, 4 infantry, 1 mech_infantry and 3 transports moved from 54 Sea Zone to 48 Sea Zone
1 battleship and 2 cruisers moved from 54 Sea Zone to 48 Sea Zone
1 infantry and 1 mech_infantry moved from Johnston Island to 30 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 30 Sea Zone to 33 Sea Zone
1 artillery, 1 battleship, 2 cruisers, 4 infantry, 1 mech_infantry and 3 transports moved from 48 Sea Zone to 33 Sea Zone
1 artillery, 5 infantry and 2 mech_infantrys moved from 33 Sea Zone to Caroline Islands
1 fighter moved from Queensland to 55 Sea Zone
1 fighter and 1 tactical_bomber moved from 54 Sea Zone to 55 Sea Zone
2 fighters moved from 54 Sea Zone to 46 Sea Zone
1 destroyer moved from 54 Sea Zone to 55 Sea Zone
1 destroyer moved from 54 Sea Zone to 46 Sea Zone
Combat - Americans
Battle in Caroline Islands
Americans attack with 1 artillery, 5 infantry and 2 mech_infantrys
Japanese defend with 1 aaGun, 1 airfield, 1 harbour and 2 infantry
Americans roll dice for 1 battleship and 2 cruisers in Caroline Islands, round 1 : 2/3 hits
Americans roll dice for 1 artillery, 5 infantry and 2 mech_infantrys in Caroline Islands, round 1 : 3/8 hits
Japanese roll dice for 1 aaGun and 2 infantry in Caroline Islands, round 1 : 1/2 hits
2 infantry owned by the Japanese , 1 aaGun owned by the Japanese and 1 infantry owned by the Americans lost in Caroline Islands
Americans win, taking Caroline Islands from Japanese with 1 artillery, 4 infantry and 2 mech_infantrys remaining. Battle score for attacker is 8
Casualties for Japanese: 1 aaGun and 2 infantry
Casualties for Americans: 1 infantry
Battle in 46 Sea Zone
Americans attack with 1 destroyer and 2 fighters
Japanese defend with 1 destroyer
Americans roll dice for 1 destroyer and 2 fighters in 46 Sea Zone, round 1 : 2/3 hits
Japanese roll dice for 1 destroyer in 46 Sea Zone, round 1 : 0/1 hits
1 destroyer owned by the Japanese lost in 46 Sea Zone
Americans win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in 55 Sea Zone
Americans attack with 1 destroyer, 2 fighters and 1 tactical_bomber
Japanese defend with 1 destroyer
Americans roll dice for 1 destroyer, 2 fighters and 1 tactical_bomber in 55 Sea Zone, round 1 : 4/4 hits
Japanese roll dice for 1 destroyer in 55 Sea Zone, round 1 : 0/1 hits
1 destroyer owned by the Japanese lost in 55 Sea Zone
Americans win with 1 destroyer, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Non Combat Move - Americans
2 destroyers and 2 submarines moved from 30 Sea Zone to 33 Sea Zone
2 carriers, 2 destroyers and 2 submarines moved from 54 Sea Zone to 33 Sea Zone
2 fighters moved from 55 Sea Zone to 33 Sea Zone
2 fighters moved from 46 Sea Zone to 33 Sea Zone
1 tactical_bomber moved from 55 Sea Zone to Queensland
1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone
6 destroyers, 1 infantry, 1 mech_infantry, 2 submarines and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands
1 armour, 1 carrier, 1 cruiser, 1 infantry and 1 transport moved from 96 Sea Zone to 98 Sea Zone
1 armour and 1 infantry moved from 98 Sea Zone to Trans-Jordan
2 bombers moved from Tunisia to Persia
2 fighters moved from 96 Sea Zone to 98 Sea Zone
1 artillery moved from Central United States to Western United States
Place Units - Americans
1 infantry placed in Western United States
1 carrier, 3 destroyers and 1 transport placed in 10 Sea Zone
2 fighters placed in 10 Sea Zone
Turn Complete - Americans
Americans collect 50 PUs; end with 50 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs
Territory Summary for Americans :
Caroline Islands : 1 flag, 1 airfield, 1 artillery, 1 harbour, 4 infantry and 2 mech_infantrys
Queensland : 1 tactical_bomber
Guam : 1 airfield
Wake Island : 1 airfield
Western United States : 1 airfield, 1 artillery, 1 factory_major, 1 harbour and 1 infantry
Hawaiian Islands : 1 airfield, 1 harbour, 1 infantry and 1 mech_infantry
Midway : 1 airfield
46 Sea Zone : 1 destroyer
33 Sea Zone : 1 battleship, 2 carriers, 2 cruisers, 4 destroyers, 4 fighters, 4 submarines and 4 transports
26 Sea Zone : 6 destroyers, 2 submarines and 1 transport
10 Sea Zone : 1 carrier, 3 destroyers, 2 fighters and 1 transport
55 Sea Zone : 1 destroyer
Central United States : 4 aaGuns, 1 factory_major and 1 mech_infantry
Eastern United States : 1 airfield, 1 factory_major and 1 harbour
Trans-Jordan : 1 armour and 1 infantry
Persia : 2 bombers
98 Sea Zone : 1 carrier, 1 cruiser, 2 fighters and 1 transport
Production/PUs Summary :
Germans : 47 / 59
Russians : 43 / 53
Japanese : 50 / 55
Americans : 50 / 70
Chinese : 12 / 17
British : 22 / 0
UK_Pacific : 9 / 10
Italians : 9 / 9
ANZAC : 10 / 16
French : 9 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 2 artilleries and 3 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Kwangsi to Kiangsi
Chinese take Kiangsi from Japanese
1 infantry moved from Chahar to Jehol
Chinese take Jehol from Japanese
1 infantry moved from Hunan to Anhwe
Chinese take Anhwe from Japanese
Combat - Chinese
Non Combat Move - Chinese
1 infantry moved from Kweichow to Anhwe
2 infantry moved from Hopei to Anhwe
1 infantry moved from Chahar to Anhwe
2 infantry moved from Yunnan to Kwangsi
3 artilleries and 8 infantry moved from Yunnan to Hunan
1 fighter moved from Yunnan to Hunan
Place Units - Chinese
2 artilleries and 3 infantry placed in Anhwe
Turn Complete - Chinese
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 4,2,1,5
Chinese collect 14 PUs (1 lost to blockades); end with 14 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 20 PUs
Territory Summary for Chinese :
Kwangsi : 1 flag, 2 infantry
Kiangsi : 1 flag, 1 infantry
Jehol : 1 flag, 1 infantry
Hunan : 3 artilleries, 1 fighter and 8 infantry
Anhwe : 2 artilleries and 8 infantry
Production/PUs Summary :
Germans : 47 / 59
Russians : 43 / 53
Japanese : 47 / 55
Americans : 50 / 70
Chinese : 15 / 20
British : 22 / 0
UK_Pacific : 9 / 10
Italians : 9 / 9
ANZAC : 10 / 16
French : 9 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - UK_Pacific
UK_Pacific buy 2 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - British
1 cruiser moved from 96 Sea Zone to 98 Sea Zone
2 infantry moved from Belgian Congo to Anglo Egyptian Sudan
1 artillery moved from Egypt to Anglo Egyptian Sudan
1 infantry moved from French Indo China to Siam
UK_Pacific take Siam from Japanese
Combat - British
Non Combat Move - British
1 armour, 1 artillery and 2 infantry moved from Quebec to Eastern United States
3 mech_infantrys moved from Yunnan to Anhwe
1 aaGun moved from Yunnan to Hunan
2 mech_infantrys moved from India to Yunnan
Place Units - UK_Pacific
2 infantry and 1 mech_infantry placed in India
Turn Complete - UK_Pacific
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 2,2,4,6,1,1,1,4,1,5,5,4,1,6,4,2,4,4
Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 2,1,3,6
UK_Pacific collect 6 PUs (4 lost to blockades); end with 6 PUs total
Some Units in India change ownership: 2 infantry and 1 mech_infantry
Territory Summary for British, UK_Pacific :
Siam : 1 flag, 1 infantry
Yunnan : 2 aaGuns, 1 artillery, 1 fighter, 6 infantry, 2 mech_infantrys and 1 tactical_bomber
Hunan : 1 aaGun
Anhwe : 3 mech_infantrys
India : 1 airfield, 1 artillery, 1 bomber, 1 factory_major, 1 harbour, 10 infantry and 1 mech_infantry
French Indo China : 1 flag
Eastern United States : 1 armour, 1 artillery and 2 infantry
Iceland : 1 airfield
Quebec : 1 factory_minor
Gibraltar : 1 harbour
New Brunswick Nova Scotia : 1 harbour
Egypt : 1 armour, 1 artillery, 1 fighter, 1 harbour, 6 infantry, 1 mech_infantry and 1 tactical_bomber
Union of South Africa : 1 factory_minor and 1 harbour
Malta : 1 aaGun and 1 infantry
Anglo Egyptian Sudan : 1 artillery and 2 infantry
97 Sea Zone : 1 flag
Persia : 1 flag
98 Sea Zone : 1 cruiser
Production/PUs Summary :
Germans : 47 / 59
Russians : 43 / 53
Japanese : 46 / 55
Americans : 50 / 70
Chinese : 15 / 20
British : 22 / 0
UK_Pacific : 10 / 6
Italians : 9 / 9
ANZAC : 10 / 16
French : 9 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - Italians
Italians buy 2 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Italians
1 artillery and 3 infantry moved from Ethiopia to Kenya
Italians take Kenya from British
1 armour, 1 bomber, 1 fighter and 2 mech_infantrys moved from Slovakia Hungary to Poland
Combat - Italians
Battle in Poland
Italians attack with 1 armour, 1 bomber, 1 fighter and 2 mech_infantrys
Russians defend with 1 artillery and 2 infantry
Italians roll dice for 1 armour, 1 bomber, 1 fighter and 2 mech_infantrys in Poland, round 1 : 3/5 hits
Russians roll dice for 1 artillery and 2 infantry in Poland, round 1 : 2/3 hits
2 infantry owned by the Russians , 2 mech_infantrys owned by the Italians and 1 artillery owned by the Russians lost in Poland
Italians win, taking Poland from Russians with 1 armour, 1 bomber and 1 fighter remaining. Battle score for attacker is 2
Casualties for Russians: 1 artillery and 2 infantry
Casualties for Italians: 2 mech_infantrys
Non Combat Move - Italians
1 bomber moved from Poland to Southern Italy
1 fighter moved from Poland to Western Germany
1 artillery and 2 infantry moved from Northern Italy to Yugoslavia
Place Units - Italians
2 mech_infantrys placed in Northern Italy
Turn Complete - Italians
Italians collect 10 PUs; end with 11 PUs total
Production/PUs Summary :
Germans : 49 / 59
Russians : 41 / 53
Japanese : 46 / 55
Americans : 50 / 70
Chinese : 15 / 20
British : 21 / 0
UK_Pacific : 10 / 6
Italians : 10 / 11
ANZAC : 10 / 16
French : 9 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 1 transport; Remaining resources: 1 PUs;
Combat Move - ANZAC
1 infantry moved from Queensland to 54 Sea Zone
1 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone
1 infantry moved from 42 Sea Zone to Java
Combat - ANZAC
Battle in Java
Non Combat Move - ANZAC
1 destroyer and 2 submarines moved from 62 Sea Zone to 33 Sea Zone
1 cruiser moved from 54 Sea Zone to 33 Sea Zone
1 fighter moved from Queensland to Caroline Islands
2 infantry moved from Queensland to New South Wales
Place Units - ANZAC
1 destroyer and 1 transport placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 15 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs
Territory Summary for ANZAC :
Caroline Islands : 1 fighter
India : 2 fighters
Queensland : 2 aaGuns, 1 airfield and 1 harbour
New Zealand : 1 airfield and 1 harbour
New South Wales : 1 factory_minor, 1 harbour and 2 infantry
Java : 1 flag, 1 infantry
Dutch New Guinea : 1 flag
42 Sea Zone : 1 transport
33 Sea Zone : 1 cruiser, 1 destroyer and 2 submarines
62 Sea Zone : 1 destroyer and 1 transport
Trans-Jordan : 2 infantry
Production/PUs Summary :
Germans : 49 / 59
Russians : 41 / 53
Japanese : 42 / 55
Americans : 50 / 70
Chinese : 15 / 20
British : 21 / 0
UK_Pacific : 10 / 6
Italians : 10 / 11
ANZAC : 14 / 20
French : 9 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Combat Move - French
Non Combat Move - French
2 infantry moved from Anglo Egyptian Sudan to Egypt
Turn Complete - French
Territory Summary for French :
Egypt : 2 infantry
Tunisia : 2 infantry
Libya : 1 flag, 1 infantry
Production/PUs Summary :
Germans : 49 / 59
Russians : 41 / 53
Japanese : 42 / 55
Americans : 50 / 70
Chinese : 15 / 20
British : 21 / 0
UK_Pacific : 10 / 6
Italians : 10 / 11
ANZAC : 14 / 20
French : 9 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
I should have sent my air to clear Szechwan on J2 … going to pay for that mistake the rest of this match :lol:
I should have sent my air to clear Szechwan on J2 … going to pay for that mistake the rest of this match :lol:
i will do my best to make you pay. it does look like like china is strong already.
Germany’s token roll hit for rockets … but the only tech chart I have is out of date (back when they were launched from aa guns).
Does an airbase need to be operational (2 or less damage) for rockets to fire?
I would guess so, but not sure.
And can they target any facility? Or just IC?
damn rockets.
Rockets. Your air bases can now launch rockets. During the Strategic and Tactical Bombing Raids step of
your Conduct Combat phase each turn, each of your operative air bases can make a single rocket attack
against an enemy industrial complex, air base, or naval base within 4 spaces of it. This attack does one die roll
of damage to that facility. Rockets may not be fired over neutral territories.
so yes you can hit all facilities. but i am not sure about firing from damaged air base.