Something I struggled with as well because I usually make a move then battle then move into another battle, so on……but yeah you cannot move through freshly conquered territory, you must stop at that territory for that turn.
Very good response. I’d like to add that if you are talking about 1 TR (unsupported) vs. 1 TR (also unsupported), the defender will always win since the attacker has 0 attack value. I.E. essentially you can’t do it.
Unless you play with an always active AA gun, flyovers on AA guns on the Non Combat Move cannot be fired upon by the AA gun.
In any attack of the nature you described, the AA gun must roll one die for each attacking plane (that is, FTRs & BMRs) at the same time–attacker chooses losses. This concept is reflected throughout the game in various different instances. For instance, your dice in Combat are rolled by “column” on the BattleBoard. After you roll for all “columns” then count the raw # of hits, the opponent chooses what got hit (except in the rare case when multi-national defenders cannot agree, in which case the attacker chooses). In research as well, you can’t buy 1 Tech Die at a time and roll till you get a hit; you must decide how many dice you want and roll all of them at once.
See, this just proves the love in our community, even an over-the-hill geezer like Jefe can still have fun. 😄 I am going to have to put the drinking game to use, as soon as I teach my roommate how to play.
Amphib ground units do not need to go in alone.
If you got troops from an adjacent territory, they can also join in the amphib attack.
The classic case is w/the SE trn in G1. It can send SE troops to Ukr, Egy, or Cauc w/ ground troops going across the border.
The Net IPC loss for the allies is way higher than the net loss for Japan.
You don’t want that fleet in the Atlantic.
Btw transports > IC on round 1… You can start to think about buying IC’s on J3 or further, you just lack the infantry support to make a decent push to Moscow if you invest in IC’s too early.
Don’t take Hawaii… Just take PH heavily. sub/carrier/2 fighters/bomber or something, the USA can’t waste rescources to Japan if they go KGF and it would cost them a lot to first counter and the delay for Russia will be devistating
There is a chat feature, asnd the turns are made instantly, games take anywhere from 30 min. to 3 Hours.
You can get up to five players in a game.
It has been awhile since I was on the Zone, but there were always between 30 and 100 people there when I looked. Games were fairly easy to get. The best way to insure you get games is to join an online club like Spring1942.