Soon_U_Die, thank you for that post, it was very helpful.
I like the idea of holding off of techs until R5, but I’ve usually got it wrapped up by then…. (My friends REALLY need to learn how to play correctly!!!)
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.
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.
In 2nd edition rules – a surviving fighter in this scenario can only land if an island (completely surrounded by water) exists in that SZ.
In 3rd edition rules – when an aircraft carrier is sunk. The surviving aircraft on it can attempt to locate and land on a friendly island, territory, or aircraft carrier. These aircraft have one movement point to do so.