@kfgolfer:
Thank you very much for taking the time to answer my questions…
Ncscswitch… I have a couple follow-up questions.
regarding transports, can you load, move and them unload all in the same move? combat or non-combat? or do you have to wait to unload on your next turn? and how many moves is that? in other words, trns can move 2 I belive, so is loading and then moving one space considered 2 moves?
Ok, I’m not switch, but I’ll try to help as well.
TRNs can definitely load, move and unload in the same turn. Furthermore the load and unload have no impact on the trn’s movement points (other than the fact that as soon as a trn unloads it ends it’s turn even if it has move points left.
So for instance, a trn in sz10 can move load an inf from East US before moving, move 1 space to sz9 and load an armor from E.Canada, move it’s second space to sz12, and unload in algeria all during a single movement phase (either combat or non-combat depending on whether algeria is friendly)
Also note that units loading and offloading may not move before or after loading and unloading. The units must start their turn in the territory where they get on the boat, and they must end their turn in the territory where they unload. This even applies to 2-move units like tanks. They can, however partake in battle (see amphibious assaults) in that territory when they land.
@kfgolfer:
and i guess the same rules apply to loading a carrier with planes?
Nope. At the start of a turn, planes of the power/nation whose turn it is are assumed to go into the air. The planes can use their 4 spaces during combat, non-combat or both (landing after a combat mission) but this is always measured from the place where they start their turn. The carrier moves its 2 spaces and the figs move their 4 spaces independently. (You can not, for example, move the carrier 2 spaces, then move the figs an additional 4 spaces) One can move in combat and the other in non-combat if you want. But for any fig to land on the carrier it must end its turn in the same sea zone that the carrier ends its turn. Once a fig lands on the carrier, the carrier must stop there.
So for example, a us carrier with 2 figs starts in sz10. Let’s also assume the us has another fig in caucasus During combat, one fig flies from sz10 to algeria (3 spaces) and the other fig and carrier fight a sea battle in sz12(2 spaces) to make way for the landing. during combat, the fig from sz12 can land in the UK, the fig from algeria can land on the carrier, and the fig from caucasus can fly out on a strictly non-combat flight and land on the carrier in sz12 as well.
Note: an exception to both of these is if the transport or carrier has units owned by a friendly power on it (e.g., a US carrier carrying UK figs). These are considered cargo and they just sit there for the ride during the turn the boat is moved. They get on during their own turn. They must sit on the boat for 1 turn even if it doesn’t move. Then they can unload on their own next turn
also can somebody please explain how the strategic economic bombing works?
Strategic Bombing Raids (SBR) in 4 easy steps
- during combat move, send a bomber to an enemy territory with an IC
- During combat resolve any AA fire if necessary, then assuming you plane wasn’t shot down by AAs, roll 1 die for SBR damage
- Whatever you rolled on that one die, take that many IPC’s away from that power and return them to the bank
- land your bomber in friendly territory during non-combat like you would land any attacking plane