Hello!
I just learned that its legal to move ground units into territories taken in combat in the same round.
Do you play it like this? We didnt think that was allowed when we played.
Hello!
I just learned that its legal to move ground units into territories taken in combat in the same round.
Do you play it like this? We didnt think that was allowed when we played.
Hi!
I know that subs cant shoot down fighters, but can fighters shoot subs?
Can bombers attack subs?
Is a detroyer needed?
/Thx
ok, I hear you. I guess weve been playng wrong then for a long time. This makes it a bit easier for Japan to get troops into Asia.
Japan has all kinds of troubles if you aren’t working the TRN situation right.
Indeed, so now I can be even more proud over the wins I had with Japan playing with the wrong rules! :-D
ok, I here you. I guess weve been playng wrong then for a long time. This makes it a bit easier for Japan to get troops into Asia.
If a major allied invasion in western ever occurs, the Germans have probably let the game go on too long. However, if this happens, there are easier ways too defend France than your traditional Rommel “Atlantic wall” strategy. Most players will build their western defense on the coast. This allows for a great advantage to the allied naval and air powers. Any amphibious landings will be supported by battleships and air power, demolishing much of the coastal defense before the landings even take place (parallels history well). It also limits your counterattack capabilities if they do establish a foothold in France. Instead of stacking Infantry in France and Netherlands/Belgium, spend you money more wisely on a smaller, more offense minded tank force in Eastern France, leaving little or no pieces in France and Netherlands/Belgium. Pulling back your forces will annihilate any advantage the allies had with its fleet, and greatly reduce the impact of its air force. Let the landings take place, and then throw them back to the sea with your high rolling tanks, and perhaps what air force you have left in the area. You will have to temporarily sacrifice your IPC, but it will pay off in the long run. Your odds of winning are much higher, and your tanks can blitz back to eastern France by the end of your turn. The allies cannot reinforce the newly won territories with fighters until the next turn, and by then, you will have already pushed them out of France. An AA gun can be moved up from Northern Italy into Eastern France to make the allies think twice before softening your tank force with bomber before their invasion. Eastern France, besides Germany itself, is the most important European country. It borders 5 vital territories, and has the ability to counter nearly every allied invasion is properly reinforced. Like all strategies for the Germans, this one begins to fall apart later in the game, but it is the best way to prolong an Allied Invasion in the west and may free up just enough resources and buy you just enough time to win on the Russian front. Sorry if this has been discussed before(I am new to Forums), If it has could some one direct me to the thread. If not, I would love to hear some responses.
my tanks can blitz back? aftar a battle, even if the battle is more then one round? that was news to me…
So you can pick up units from Japan, move your transport from the sea zone east of Japan to the sea zone around French Indochina, and unload your transport there.
Is that right? I thought that you only could load and unload in the same move if:
1. Its a combat move.
2. You have an armour opn the transport. They can unload since an armour has 2 in movement.
Am I wrong?
Hello!
Just curious to see how you play it. And feel free to tell me what you think a “normal” bid is.
I have only played one game so far, my set came Wed, but supply is certainly going to be an issue for the Axis. I think you will have to start burning 2 tokens a turn for the extra move for a lot of your tanks. Also paying the one to blitz from off board during reinforcement. When the Allies start sortieing (sp?) aircraft you are in trouble if they go after your supplies. I only didn’t use all of the supply tokens first turn becasue I didn’t move all of my units becasue the Allies held the line in a couple of spots.
Also paying the one to blitz from off board during reinforcement
What do you mean by that? Do you mean in the begining of the game? A few rounds in the front is so far west that an extra hex makes no difference. Or do I understand you wrong?
ok, and what exacly are ZOC? Is it an hex adjecent to an enemy piece? Regardless if I have troops in another adjecent hex?
What happens with the troops that are forced to retreat?
Can they attack? For instance to take back the hex from where they retreated.
Can they defend if the hex that they retreated to is attacked?