I’ve only played a couple of times but it seems like it’s quite easy to run low on units, even using the chips. Writing on little bits of paper (as suggested in the rules) seems a bit cheesy. Is it possible to buy extra units?
TIA.
I’ve only played a couple of times but it seems like it’s quite easy to run low on units, even using the chips. Writing on little bits of paper (as suggested in the rules) seems a bit cheesy. Is it possible to buy extra units?
TIA.
Thanks to everyone who replied. It definitely makes more sense for only carrier based fighters to defend sea zones. In the game we played, the U.S. managed, with 2 transports and about 30 fighters and bombers, to take Japan. :cry: :cry:
I’ll be a bit more circumspect about the way I read the rule book. And I’ve downloaded the LHTR for future reference.
BTW, WTH is Karma?
Apologies if this is covered somewhere but I searched for it but didn’t come up with the answer.
I just bought A&A and played my first game. There was a debate at one point over whether territory-based air units would defend against a sea attack in an adjacent zone. I argued against it but the other player had more experience so I relented.
The rules that come with the game say this:
“Fighters and bombers can attack and defend in both territories and sea zones”. (page 24 Air Units). His logic was that since a bomber can’t land on a carrier, the only way it could defend a sea zone is if air units could defend coastal sea zones.
I’ve since seen a copy of the “Larry Harris” rules that say this instead of the above:
“Fighters and bombers can attack and defend in territories. Both can attack in sea zones. Fighters stationed on carriers can defend in sea zones”.
So, my question is, have the rules changed since the “Larry Harris” rules were written or are the rules that came with the game poorly written?
TIA.
:? :? :?