Can attacking Strategic Bombers carpet bomb enemy naval units? Looking to clarify Strategic Bombers attack options for naval battles.
Thanks!
Posts made by Monroe
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Strategic Bomber Clarification
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A&A units using WiF map?
Recently purchased WiF global map pack. Each hex = ~56 miles.
Has anyone tried playing a variant using A&A/HBG units on this map; translating movement values and coming up with a stacking limit per hex?
For example, if an A&A turn equates to ~3 months time, and an average Inf unit could move ~15 miles per day in clear weather/terrain, and assuming they are on the move for 60 of the 90 days, then average move for A&A Inf in WiF map would be ~16 hexes (excludes rail movement).
Regarding stacking limits per hex, max would be 3 land units per hex.
Idea would be to keep gameplay “simplicity” in line with A&A/HBG 1936, but take advantage of the WiF map details.
Curious if anyone has experimented with this combo.
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RE: Oztea's 1942 Global Setup
Can someone confirm turn order for the “Ozeta 1942 Global” version. Thanks!
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RE: The Great War 1914-1918: Clash of Empires
Looks great!
Is there a release date? Location to buy/pre order? Estimated price for the game?
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RE: The Great War 1914-1918: Clash of Empires
IL
Where will the game be sold when it’s available? Will you have a separate site or thru HBG? Want to make sure I don’t miss out! -
D12 with Expanded Land Units
D12 version I use in a 1941 variant of HBG Global War:
Incorporates SPA / SPG / Motorized Infantry / Light & Medium Armor / Commander (General).
I use National Advantages to address Heavy Armor (Russia & Germany).
Cost/Move/Attack/Defense
INFANTRY: 3 / 1(2) / 2(3) / 4(6)
Combined Arms: Attack on (3) when supported 1:1 by Artillery or SPA.
Defend on (6) during 1st round of combat when supported by Fortification (10:1).
Move (2) during Combat or NCM when supported 1:1 by Mortorized Infantry.ARTILLERY: 4 / 1(2) / 3 / 4
Combined Arms: Increase Infantry Attack to (3) when supported 1:1.
Move (2) during Combat or NCM when supported 1:1 by Mortorized Infantry.SELF-PROPELLED ARTILLERY (SPA): 6 / 2 / 4 / 4
Combined Arms: Increase Infantry & Mech Infantry Attack +1 when supported 1:1.
Initial Bombardment: On Defense, successful hit results in immediate removal of enemy land unit.
Cannot Blitz.MOTORIZED INFANTRY: 4 / 2 / 3 / 3
Transport (1) Infantry or (1) Artillery 2 spaces during Combat or NCM Move.
Cannot Blitz.MECHANIZED INFANTRY: 5 / 2 / 3(4) / 4
Combined Arms: Attack on (4) when supported 1:1 by SPA or any Armor.
Combined Arms: Blitz when supported 1:1 by any Armor.LIGHT ARMOR: 6 / 2 / 5 / 5
Combined Arms: Increase Mech Infantry Attack +1 when supported 1:1.
Combined Arms 1:1 allows Mech Infantry to Blitz.
Blitz.MEDIUM ARMOR: 7 / / 2 / 6(7) / 6
Combined Arms: Attack on (7) when supported 1:1 by Tac Bomber.
Combined Arms: Increase Mech Infantry Attack +1 when supported 1:1.
Combined Arms 1:1 allows Mech Infantry to Blitz.
Blitz.SELF-PROPELLED GUN: 8 / 2 / 6(7) / 7
Attack on (7) while enemy Armor is present.
Non-Infantry Land unit must be chosen as casualty.
Combined Arms: Blitz when supported 1:1 by any Armor.COMMANDER (General): - / 1 / - / -
Fixed number of Commanders per Nation. If destroyed, replaced on fixed turn schedule by nation.
Coordinated Attack: Provides (1) called shot against any Land unit during 1st round of Combat.
Organized Retreat: Allows Land & Air units to retreat after 1 full round of Combat. No Defense rolled in round 2. -
RE: Best Video WWII Game?
Matrix Games just released a mega-version of World in Flames!
Looks incredible…95% carryover from the hex and counter versions.
Even has special hard bound manuals…
Anyone play the hex and counter version?
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RE: FMG & HBG Unit Rules
Attached are the D12 Unit Rules and National Advantages I use for a 1941 set up of HBG’s 1939 MAP.
National Advantages are a combination of good ideas from this forum over the years.
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Images of the Map?
Has anyone found a link to images of the game board?
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New Italian Sculpts?
Are there pictures of the second edition italian sculpts?
Are these totally new or retreads from 50th Anniv which offered some unique Itialian units?
Thanks!
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RE: Review of FMG Italians and HBG Axis Minors
Hats off to both HBG and FMG for their great products!
Personally, these are the types of products I have wanted for years and I am extremely happy. They have added a whole new dimension to my game.
As someone who works for a major company heavily involved and reliant upon manufacturing from overseas factories, I marvel at the time, energy, investment, and risk HBG and FMG have given to their respective projects - especially in this crazy economy. I also know that producing a product for the niche group of enthusiasts (like us on this forum) is even more challenging because it’s the toughest crowd to please (vs. the mass consumer).
I’m sure both companies appreciate constructive feedback, but I think before we get too critical on price/product/timing, we should all remember a few short years ago when neither of these companies existed. It’s very rare you get someone to invest in a niche project and also get them to listen to all of the input from the audience before the go to production. It’s not like they can go and pitch their product to Walmart or Best Buy…they rely heavily on this forum to spread the good word and help create bottom up demand for their products.
So a few extra cents for tanks; a few less tanks in the pack then we’d like, etc, etc…not a majar deal vs. not having these companies around.
Bravo to HBG and FMG. Keep up the good work gents!
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RE: FMG & HBG Unit Rules
From HBG Minor Axis set:
Self Propelled Artillery:
Cost: 5
Att: 3
Def: 1
MV: 2- On Attack: Called shot against Light & Heavy Tanks / Mech Infantry
- On Defense: First Shot in opeing round of combat (prior to attacker rolling)
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RE: FMG & HBG Unit Rules
Stat Ideas for New Units:
New FMG to integrate:
Light Tank v. Heavy TankLight Tank:
Cost: 5
Att: 3
Def: 2
MV: 2- Can Blitz
- No Combined Armor Bonus with Tac Fighters
- Boosts Mech Infantry to Attack: +1 [Artillery now boosts only Infantry +1]
Heavy Tank:
Cost: 6
Att: 3
Def: 3
MV: 2- Can Blitz
- Combined Armor Bonus w/ Tac Fighters
Truck:
Cost: 3
Att: 0
Def: 0 - but can be chosen as casualty
MV: 2- Transport (1) Infantry unit /Truck (2) spaces (Land version of Transport)
Air Transport:
Cost: 6
Att: 0
Def: 0
MV: 6- Can transport & drop (2) Infantry units (as paratroopers)
- Subject to AA Gun fire if dropping into territory with AA gun
Commander:
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Each nation has a starting number of Army generals and Naval Admirals “of note” (varies by nation) and a “new addition” after a set # of turns has been completed (note: Must have surface ships other than transports or subs on board to place Admiral commander unit):
Germany: 3 generals/1 admiral / (+1 General or Admiral after every 3 turns)
Italy: 1/1 / (+1 General or Admiral after every 6 turns)
France: 1/1 (+1 General or Admiral after every 6 turns – Only when France is Allied occupied)
UK Europe: 2/1 (+1 General or Admiral after every 3 turns)
UK Pacific: 1/1 (+1 General or Admiral after every 3 turns)
Anzac: 0/0 (+1 General or Admiral after every 5 turns)
Japan: 2/3 (+1 General or Admiral after every 4 turns)
Russia: 3/0 (+1 General or Admiral after every 3 turns)
Canada: 0/0 (if played as separate nation) (Not available)
Axis Minors: 0/0 (if played as separate nation) (Not available) -
Starting placement is determined by each player
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No cost / No ATT / No Def / MV: 1
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Removed from game if territory is taken
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Pay attacking nation 2 IPCs if General or Admiral is lost
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Cannot be stacked or combined (only 1 per territory)
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Cannot be taken as casualty
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Army General:
(1) Provides +1 attack to each land unit for 1st round only (Infantry; Mech Infantry; Tank; Artillery)
(2) When defending, allows units to retreat after 1st round of combat; -
Admiral:
(1) Can make (1) “called shot” per combat round against a specific naval unit
(2) When defending, allows units to retreat after 1st round of combat
HGB Units:
Marine (US Only): (use original AAP rule)LTV (US only):
Cost: 5
Att: 0
Def: 0
Mv: 1 (sea movement)
-Cannot move on land
-Must move in conjunction with sea transport unit but does not count against that transports load value
-Automatically lost if transport is sunk or if amphibious assault fails.
-Cannot be taken as casualty
-Can transport 1 Infantry unit for +1 Attack during Amphibious assault -
FMG & HBG Unit Rules
This info may be scattered around the forum, but as these new units become available, thought it could be consolidated under one post. If it aready exists, someone please attach the link.
New FMG to integrate:
Light Tank v. Heavy Tank
Truck
Transport
Commander
New HBG to integrate:
Marine (use AAP rule)
LTV
Please add your ideas…
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RE: HBG Marine Sets are in!!!
Got mine today (and the Italy map which is also amazing)…great work HBG! The quality is awesome.
Have there been any forums on possible
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RE: Re: Field Marshal Games Pieces Project Discussion thread
Just ordered 2 sets of the Germans….
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RE: Re: Field Marshal Games Pieces Project Discussion thread
FMG:
Once available will the Italian units be automatically shipped if they we pre-ordered? (I preordered 2 sets a while back)?
Just want to check if I need to do something to trigger the shipment once you have stock.
Thanks!
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RE: Invasion of Italy
This variant is also looking great!
For June 1st, do you expect to have MAP, rules, set up ready for sale?
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RE: N.Africa map.
I like the look of this variation!
Any timeline for when the files for map, set up and rules might be available?