@Red:
I wasn’t happy with that. They stand out and look funny.� :-(
Which ones? The crouching Italians or the giant Australians?
Both of them
I am smack in the middle of my first game but I am noticing something interesting. I am playing Japan- and am starting to love mech Infantry! I’ve already pushed 6 into China and I likely will be going to add 2-4 more. Now I know historically MI was virtually non-existant in the theater, but since the board does not take into account terrain I’m finding the MI’s move of 2 crucial to my China strategy. With the Chinese ability to place troops in newly captured territories turning that part of the board into a giant “whack-a-mole” scenario, I found I need speed to respond … Tanks are just too pricey and footsloggers too slow. Anyone else finding this with their Japan ground plans?
Man
Mech infantry is the key to japan and India,
Even better if you managed to build an industry on the continent!
From what I read you can only blitz or move 2 spaces with mech infantry only if it is escorted with a tank.
They can move two spaces at any time (noncombat). They can only blitz thru enemy territory if accompanied by a tank.
Thanks for the clarification, still somewhat hazy on all the new rules in this setup. Only playing one game of it and viewing the rulebook just a handful of times needs to change for me since I am usually the AA rulebook expert amongst my friends.
They can move two spaces at any time (noncombat).
A two-space movement could also be a combat movement, if the first territory is friendly.
Since Japan has so many planes I find MI are really useful as bullet sponges. The planes provide mobile killing power, the MI mobile protection for the planes and occupation.