Don’t know if anyone here still alive to answer me but here goes.
Trying to understand the 7.2 rules but they seem to have been written by someone with a poor grasp of what a rulebook is suppose to be. A lot of is left implied. which is maddening because there’s a bunch of good ideas in there.
- If Italy is still neutral on turn 1, can they still move units? buy stuff? get income? Not war obviously.
- Minor axis are confusing me. They get their own income. Fine simple. They have to buy infantry with their seperate money they get. Okay. Not sure how they’ll ever manage to build more than 1 infantry every so often except Romania who makes 2, but hey! whatever. Germany also gets the printed value of the territory for himself. All good. Simple. Minor can build a max of 3 units in their own territory. k? Do they need an industrial complex? If no, then whats the point of the rule afterwards that says Germany can build a minor in their territory but not use it? But hey, Germany can build a major and use it. [insert 10 minutes of me typing incoherent rage towards the author and erasing here]
-Pro neutrals that have more than one territory like Finland or Brazil. Does the pro side need to go into each territory or can they simply take one to get them all.
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I’m guessing this is the same as global 1940 but the rules say nothing. UK moving into china is a declaration of war towards Japan. Meaning they can only do it from turn 3 and onwards.
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All mainland japanesse territory apart from Korea are territories that originally belong to China.
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Let’s say I have a german force moving into Moscow. Major IC gets demoted to minor. Right after, Russians move in and recapture Moscow. Since they took a minor IC, this one is destroyed? What if it’s another power liberating a territory from a country who’s capital has fallen.
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IF Major ICs can only be built on native 3 value territory, why does karelia start with a major on a 2 value one??
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Carriers can now scramble their fighters/tac to adjacent sea zone AND territories but air bases can still only do it to sea zone.
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can I blitz through not yet activated pro- countries during the non-combat move?
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The only real purpose of identifying territories with vichy france and free france markers is for where the french boats and french foreign legiona re going to go. Once those rolls are done, I can switch them back to UK and german/japan makers since they get the inco anyway.
-Naval bases are now sea zone dependant. Which means the naval base in scotland only touches sz 15 and not sz 14 and 13.
If so, does Madras get two for sz 67 and 66 or is it the same in the middle. Same for the one in south africa with sz 63 and 77.
Following that logic, the naval base in Gibraltar only touches sz 35 abnd not 36. If so that is very silly.
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Commie China never gets more than 1 infantry per turn, or any other unit even if they own all of China.
Finally the supply rule. Which is pretty good. Real clear. Love the idea.
But start of the game. Formosa. It’s got 2 veteran fighters. The island is not connected with a naval base but it has an air base.
So at the start of the game, these 2 fighters start with penalties to combat and movement. Seems a bit silly.
Rules say plane movement is halved. What happens if the plane movement is an odd number because of air base or technology? Round up/down?
that’s it.