Thank you guys have a good day
Posts made by Detuite
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A few questions.
1- Can submarines move through seazones occupied by enemy subs
2- It’s turn 4 Uk-Pacific retakes french indo china from the japanees can US fighters land there on turn 4 or do they need to wait untill Uk-Pacific holds it for an entire turn.
3- U.S.A has a fleet in both seazones surrounding italy, Italy places its purchased ships in the same seazone. When does the battle for that seazone take place.
4-If the U.S retakes french indo china from the japanees can they build a IC there since france is occupied by the germans.
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Organized Retreat
Organized Retreat
Any defenders remaining alive after thier defensive rolls have the option of preforming a retreat to a neiboring friendly tt.
- Attackers roll
- Defenders roll
- Remove troops from casualty strip
- inform the enemy you are going to preform an organized retreat and roll dice equivalent to each type of troop who will be retreating ie, 3 tanks = 3 dice
1d6
For every 1 = Lucky Strike- Instantly remove one unit from the attackers line and move your troops to said friendly tt.
For every 2-4 = Succesive Retreat- Move your troops to said freindly tt.
For every 5-6 = Failed retreat- Instantly remove your troops who have failed to retreat.You must specify which troops you are rolling for at any givin time.
I tried this rule ten different times using south africa as a designated area and the results were fairly equal, it allowed battles to last more than a single turn which also allowed reinforcements to arrive at a steady pace.
Results were 70 / 30 in favor of the defenders.
You may lose a few IPC’s by losing the tt, but it more than makes up for it by saving troops who would have normally died in the standered and alpha+1 rules.
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RE: Cruisers more bang for your buck
it was just an example and not a good one
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Cruisers more bang for your buck
Dont know if anyone has already thought of this, But i think this will make cruisers far more efficent in the game and add a little more realism.
Cruisers 3-3-2
Special abillities
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Bombard - Same as always
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Depth Charge - When 1 or more cruisers are moved into a seazone containing 1 0r more submergerd submarines on it’s / thier combat movement the cruisers get a single depth charge drop. ( Subs do not get a counter attack since they are a 1,000+ feet below the cruisers at the time.) ( More than one cruiser can attack the same sub durring this attack.)
Depth Charges hit at a 1 on a 1d6. If the sub is hit remove it from the board instantly. -
Eyes on the sky - Cruisers are givin a first stike capability even on defence against enemy aircraft durring normal attack phase, scrammbeling attack phase, or if planes are fliing over for a attack on a different territory or strat bombing raid.
Cruiser Fighter Tach Strat
If planes are off carrier 1 2 2 -
If planes are escoring for 1 2 2 1
a strategic bombing raid ( Cruisers have the opption to attch at this time.)
If planes are fliing over 1 2 2 1These numbers apply on both attack and defence the cruiser always gets the first attack no matter what.
Only one cruiser per plane this is not like a AA Gun each cruiser in that seazone can only attack one plane per flyover, stategic bombing raid. If in a naval battle with plane one cruiser per plane but attackes at the bigging of every round of combat.
ANY QUESTIONS POST THEM HERE AND I WILL GET BACK TO YOU. SORRY THIS IS SLOPPY HAVE TO GET TO WORK
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Little help please
Was wondering if there was a site were you can buy a and a pieces with out having to buy the whole games.
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RE: Entrenched Positions For Infantry and Artillery
Granted, I haven’t tried it, but it seems to me like that’d make Russia way too hard to conquer.
it doesn’t really it just makes the attackers attack more costly so it takes a little longer to resupply and press on to the next country.
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RE: Entrenched Positions For Infantry and Artillery
I thought of the extra battle but then during the first battle you would have to remove planes, tanks, ect. so you can save your inf and art for the second fight it didn’t wrk very well for the defenders
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RE: Carriers
Thank you guys for answering my question very informative
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Entrenched Positions For Infantry and Artillery
A house rule i tried out last week and really seamed to highlight a couple of good battles between Germany and Russia-UK.
Entrenchment- Any infantry (not Mech) and artillery positioned in a country with a victory city dig in and dig deep and are awarded a +1 for defence.
This rule helped the U.K. prolong Sealion for an extra round and added a bit of realism to the game, because any hostile city is far harder to take than just open country.
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Carriers
Example; The U.S. have two AC’S with two fighters each two seazones away from hawaii, A japanese sub hits one with a suprise strike. Can i send the two fighters from the unhit AC to hawaii and have the two that are stuck in the air land on the healthy AC.
And how many spaces can the stuck fighters move to land safely. I heard 1 and if thats the case that means if there is no island or another AC in THAT seazone the planes die?
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RE: Scrambling rules for the U.K. ?
Ok I have copied the alpha rules do you recomend them for further game play. and thanks for your promped answer.
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Scrambling rules for the U.K. ?
I thought I read somewhere that the island of great britain can scramble thier fighters into adjacent seazones was this a house rule that i read or a standerd rule?
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Submarine ?
A U.S sub uses a suprise stike on a hostile Japanese seazone containing 1 BS and a crusier. The subs attack succeeds and the cruiser is removed. Question Does the battleship get a deffencive roll even though there is no destroyer.
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RE: Latest ALPHA+ setup
Questioner I have a question concerning rule change #6 is it now 6 of 8 and 8 of 11, or is 6 of 8 or 8 of 11
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Alpha rules dor Global40?
Can someone tell me were I can find the Alpha setup, rules, and no for global 40
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Submarines
If subs now suprise at 3, do they now attack at a 4 with the super sub tactic