Thanks that’s sorta what I thought
Posts made by 1krad
Question about transports
Many times I have played the game, and simply not had enough fleet to cover all my transports, my question is about whether or not you can kill these defenseless transports, these are the scenarios in question:
1: 2 loaded transports attacked by a fighter, will it just sink them?
2: Attack enemy fleet containing transports, when fleet is defeated do transports die, or do they live, and can you assign them to hits like defending AAA?
RE: Looking for some new Germany strats
Well this worked for me, but might not always work… Turn one buy warships with all money, place them in Baltic sea, attack all UK fleet with current fleet and all air force, take France and western France but don’t go after Soviet Union…Yet… turn 2 secure Atlantic with more warships and some transports, start attacking UK with air force, still no Barbarossa, turn 3 transport build in channel prepare for invasion of UK, STILL DON’T GO AFTER RUSSIA, Turn 4 take England, Invade USSR. Italy now can win Africa and Med because UK can no longer build anything, you can now focus 100% on Barbarossa for 2 turns until US tries to stop you, crush their navy with German and Italian Armada, continue to focus on Russia, You are now unstoppable… or at least I was…
RE: New way to do battle: accidentally descovered
here is a battle example: player 1 attacks with 3 infantry, 2 tanks, 1 fighter. Player 2 is defending with 3 infantry, 2 artillery.
player 1 rolls:3,6,4,3,2,5 the 2 tanks both got hits 3 or less so score hits, the first is 3 hp so kills an infantry, the second is 2 hp which also kills an infantry.
player 2 rolls:4,2,1,2,5 one of the infantry rolled a 1 so player one moves an infantry down to 1 hp, one artillery rolled a 2 so another infantry is killed.
player 1 has 1 dead infantry, 1 infantry on 1hp, 1 infantry on 2hp, 2 tanks, 1 fighter
player 2 has 2 dead infantry, 1 infantry on 2 hp, 2 artillery on 2 hp
player 1 rolls:5,2,1,3,5,2 one infantry rolled a 1 so player 2 moves an infantry to 1hp, one tank rolled a 3 so player 2 losses an artillery, the fighter got a 2 so player 2 has to remove the artillery to do the maximum damage.
player 2 rolls:2,3,2 an artillery rolled a 2 so player 1 moves a fighter down to 2 hp
player 1 has 1 infantry on 1hp, 1 infantry on 2hp, 2 tanks, 1 fighter on 2 hp
player 2 has 1 infantry on 1 hp, 2 dead artillery
player 1 rolls:2,5,6,6,2 the fighter rolled a 2 so player 2 removes the last infantry
player 2 rolls:2,3,2 an artillery rolled a 2 so player 1 brings a tank down to 1hp
player 1 has 2 infantry, 2 tanks, 1 fighter - the troops automatically heal at the end of battle and have full hp when they go into battle again.
New way to do battle: accidentally descovered
When I first started playing the game me and my friends thought the defense was a unit’s health and attack was how much damage it dealt for example an infantry would get a hit on a one and do one damage, but have 2 health, so if a tank rolled a 3 it would do 3 damage instead of 1. If all the damage didn’t go into one unit the rest would be lost.
When we figured out the real way to play we stopped using this way, but I recently have gone back and found that it actually still works, the only difference is that attacking units have the same attack and hp as defending units, which is only a small difference.
RE: A Beginners Guide to A&A Global 1940 2nd Edition
thanks the new forum conscripts was helpful