@mike141500 I’m going to say no because Partisans as far as I remember, do not actively defend in combat.
Posts made by Caesar-Seriona
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RE: Partisans Defense Bonus In A City?
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RE: Lend-leasing of a French Foreign Legion?
@hbg-gw-enthusiast The crux is that you don’t understand how to read English Common Law.
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RE: Some HBG's pieces are sold out
@noob_melon No. Only Doug has knowledge on this.
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RE: Lend-leasing of a French Foreign Legion?
@hbg-gw-enthusiast First of all. Use English Common Law with rules “if it’s not declared illegal, it’s there for legal”.
Second, Lend-Lease is not the act of sending men, you’re sending equipment and Militia is not militia as far as the game is concerned, its 2nd rate forces.
If you can build a militia off a factory slot, you can lend lease it. My group allows this. I know almost no one has ever argued against this except you.
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RE: Lend-leasing of a French Foreign Legion?
@hbg-gw-enthusiast LL does not affect unit movement in it self. You’re quoting the movement of militia in terms of how to use it. LL has nothing to do with the unit’s movement. The rules are subjective as fuck, welcome to reading hell. However if a factory slot can be used to build militia, by the wording of LL, you can lease militia.
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RE: Lend-leasing of a French Foreign Legion?
@hbg-gw-enthusiast Movement has nothing to do with building or placement.
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RE: Lend-leasing of a French Foreign Legion?
@noneshallpass The colonial infantry and FFL is a grey zone in the rule. Go figure, another subjective rule. We don’t know if you can factory slot a colonial for the purpose of LL however the way you make it just requires a non home territory worth at least 1 IPP and you don’t need a factory which tells me you can’t LL.
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RE: Allies on French transport than turns Vichy
@trig I’m not sorry for being harsh. My group and I have torn the rule book apart for subjective writing. Rules books needs to be objective writing.
Come to find out, they only test a few games with the same players to hash the rules out and then the excuse I got for all of this is that we work for free and can’t hash it out.
Wrong answer. If you’re going to work on a rule book, work on the rule book or don’t take the responsibility.
All because the people -somehow- don’t understand objective wording.
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RE: Lend-leasing of a French Foreign Legion?
@trig You can lease militia because you CAN use a factory slot for militia.
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RE: Some HBG's pieces are sold out
They were making their stuff from China and due to what is going on, they switched to 3-d printing but the issue is that they are keeping the units -out of stock- which is annoying. Delete that off the website unless they plan on going back to China to mass produce.
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RE: Lend-leasing of a French Foreign Legion?
@hbg-gw-enthusiast Okay. That’s a fair point. Then you would be right.
I personally think Lend-Lease needs a change on how it works. I think it should be a unit already built like how the US was just giving equipment out before Pearl Harbor on an IOU doc.
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RE: Vichy France vs Free France, Which is Light Blue?
@hbg-gw-enthusiast Yeah. 1936 is a long game to play, it takes a lot of time to roll for each ship and each colony by the rules. Vichy being light blue just helps with pacing.
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RE: Vichy France vs Free France, Which is Light Blue?
They used to have Vichy be Blue and Free France be Light Blue until I pointed out why that’s a logistical nightmare from a player view.
The reason they had it like that was because it tells the player that Free France is NOT the Republic of France for gameplay
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Historical: Vichy France continue to keep wearing French uniforms so to avoid confusion. The Allies re-equip Free France with US uniforms.
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RE: Lend-leasing of a French Foreign Legion?
@hbg-gw-enthusiast You can Lend-Lease it to Ethiopia. All minor powers original territory by definition is their home territory.
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RE: Allies on French transport than turns Vichy
@noneshallpass It is a bad idea but it doesn’t change the fact it’s not addressed because the people who wrote the rule book didn’t think shit out.
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Allies on French transport than turns Vichy
The rules do not clarify what happens exactly here. I assume they are surrendered but I don’t know at the end of the day.
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RE: Diplomacy Expansion Favors The Axis?
They changed the rules. Ignore what is on the chart. As long as you have your original capital, you can do diplomacy. It still favors the Axis as they have more money to work with early game but it’s not like you’re screwed as the Allies or Comintern.
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 30
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 30 Research Technology - Japanese Japanese rolls : 0/1 hits, 0.00 expected hits Purchase Units - Japanese Japanese buy 7 infantry; Remaining resources: 1 PUs; 1 techTokens; Place Units - Japanese 7 infantry placed in Japan Turn Complete - Japanese Japanese collect 18 PUs; end with 19 PUs
Combat Hit Differential Summary :
Japanese rolls : 0.00
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 29
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 29 Research Technology - Japanese Japanese rolls : 0/1 hits, 0.00 expected hits Purchase Units - Japanese Japanese buy 7 infantry; Remaining resources: 1 PUs; 1 techTokens; Combat Move - Japanese 4 bombers and 4 infantry moved from Japan to Wake Island Combat - Japanese Battle in Wake Island Japanese attack with 4 bombers and 4 infantry British defend with 2 infantry Japanese roll dice for 4 bombers and 4 infantry in Wake Island, round 2 : 3/8 hits, 3.33 expected hits British roll dice for 2 infantry in Wake Island, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Japanese and 2 infantry owned by the British lost in Wake Island Japanese win, taking Wake Island from British with 4 bombers and 3 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Casualties for British: 2 infantry Non Combat Move - Japanese 4 bombers moved from Wake Island to Japan 4 fighters moved from 60 Sea Zone to Japan 4 tactical_bombers moved from 60 Sea Zone to Japan 2 armour, 9 artilleries and 10 infantry moved from Buryatia S.S.R. to 60 Sea Zone 2 armour moved from 60 Sea Zone to Japan 10 infantry moved from 60 Sea Zone to Japan 9 artilleries moved from 60 Sea Zone to Japan Place Units - Japanese 7 infantry placed in Japan Turn Complete - Japanese Japanese collect 21 PUs; end with 22 PUs
Combat Hit Differential Summary :
Japanese regular : -0.33 Japanese rolls : 0.00 British regular : 0.33
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RE: 6 Player Free For All
TripleA Turn Summary: Japanese round 28
TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0
Game History
Round: 28 Research Technology - Japanese Japanese spend 5 on tech rolls Japanese rolls : 0/1 hits, 0.00 expected hits Purchase Units - Japanese Japanese buy 4 submarines; Remaining resources: 1 PUs; 1 techTokens; Combat Move - Japanese 1 artillery and 1 infantry moved from Manchuria to 61 Sea Zone 1 artillery and 1 infantry moved from Manchuria to 61 Sea Zone 1 artillery and 1 infantry moved from Manchuria to 61 Sea Zone 1 artillery and 1 infantry moved from Manchuria to 61 Sea Zone 1 artillery and 1 infantry moved from Manchuria to 61 Sea Zone 1 artillery and 1 infantry moved from Manchuria to 61 Sea Zone 1 artillery and 1 infantry moved from Manchuria to 61 Sea Zone 1 artillery and 1 infantry moved from Manchuria to 61 Sea Zone 1 artillery and 1 infantry moved from Manchuria to 61 Sea Zone 2 armour, 9 artilleries and 10 infantry moved from Manchuria to Buryatia S.S.R. Combat - Japanese Battle in Buryatia S.S.R. Japanese attack with 2 armour, 9 artilleries and 10 infantry Russians defend with 1 infantry Japanese roll dice for 2 armour, 9 artilleries and 10 infantry in Buryatia S.S.R., round 2 : 6/21 hits, 7.33 expected hits Russians roll dice for 1 infantry in Buryatia S.S.R., round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Buryatia S.S.R. Japanese win, taking Buryatia S.S.R. from Russians with 2 armour, 9 artilleries and 10 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Japanese 1 aaGun and 1 infantry moved from Manchuria to 61 Sea Zone 1 aaGun moved from Manchuria to 61 Sea Zone 1 destroyer moved from 61 Sea Zone to 49 Sea Zone 1 destroyer moved from 61 Sea Zone to 59 Sea Zone 2 aaGuns, 9 artilleries, 4 carriers, 3 cruisers, 16 destroyers, 4 fighters, 10 infantry, 4 submarines, 4 tactical_bombers and 11 transports moved from 61 Sea Zone to 60 Sea Zone 9 artilleries and 10 infantry moved from 60 Sea Zone to Japan 2 aaGuns moved from 60 Sea Zone to Japan 1 fighter and 1 tactical_bomber moved from Manchuria to Japan Place Units - Japanese 4 submarines placed in 60 Sea Zone Turn Complete - Japanese Japanese collect 21 PUs; end with 22 PUs
Combat Hit Differential Summary :
Japanese regular : -1.33 Japanese rolls : 0.00 Russians regular : -0.33