Who bombs a territory that they intend to capture?
Since the invention of bombs, I would say just about everyone.
~Josh
Who bombs a territory that they intend to capture?
Since the invention of bombs, I would say just about everyone.
~Josh
Thanks! I personally believe that they should get that extra movement point to find a landing-spot; the similar scenario of destroyed carriers sets a sort of precedent. Just wanted to see if there was an official ruling on it.
~Josh
Okay, well how does it get proposed as a FAQ question, and to whom? Thanks!
~Josh
Hello folks,
During an SBR, the defender can scramble fighters to help defend. Those fighters are not allowed to help defend during normal combats in the same turn in their territory.
So what happens if SBR-defending fighters survive their dogfight, then their territory is captured out from underneath them? I understand that they can’t participate in the combat, but are they simply destroyed? Or do they get a chance to fly to safety?
Thanks!
~Josh
test
2sRolling 3d12:
(4, 11, 11)
4sRolling 2d12:
(5, 10)
6sRolling 6d12:
(3, 4, 6, 7, 10, 11)
8sRolling 2d12:
(6, 12)
Rolls: 7@1 4@4 5@3; Total Hits: 107@1: (5, 5, 1, 5, 6, 4, 3)4@4: (2, 3, 2, 2)5@3: (1, 1, 1, 3, 2)
Rolling 13d12:
(1, 3, 4, 4, 6, 8, 8, 9, 9, 10, 10, 10, 11)
Yep.
Each attacking sub that survives the first round of defensive fire can either
a) stay in the combat with all other attacking surface ships
b) retreat from the combat along with all other attacking surface ships
c) submerge, regardless of what other attacking surface ships do.
Note that each sub makes this decision independently… you could have a few subs submerge, and one sub retreat with the surface ships, or you could have one sub stay in the combat and one sub submerge, or whatever.
~Josh
Mediocrity is a reason for excuses.
(Not that I’m accusing anyone of being mediocre… I’m just saying. :-D)
~Josh
I play face-to-face with all 6 NAs turned on for all 5 nations. In the 15 games I have played in this way, I have seen Salvage taken advantage of exactly twice. There may have been some fights in there where it was forgotten, but STILL. That’s a pretty poor return on an “advantage” if you ask me.
Russian Winter merely gets you a round of breathing room. Useful when it’s coming down to the wire and Moscow is threatened. The Japanese player tends to forget that this NA has been activated when his turn rolls around, and might make miscalculations in the east to reflect that.
Railway is consistently useful in every game.
Nonaggression Treaty can be a blessing or a curse. Sometimes you’re afraid to take easy Manchurian pickings just because you don’t want to lose your 4 free men. Sometimes the threat of those free men can keep Japan off your doorstep for a good long while. It all depends on what you can force her priorities to be.
Mobile Industry is useful for pulling the Caucasus IC back when that territory is threatened. If Germany can build 4 units in Caucasus, you’re on the verge of screwed. Retreating the complex means that you don’t HAVE to retake Caucasus next round (a heavy strafe is often adequate to set up for the following round retake).
Lend-lease. I like it, but usually Allied gear thus obtained is destroyed before it has the chance to actually do anything. (arriving typically in war-torn territories as they so often do). And often I’d rather have a US or UK unit messing around in the area rather than just another soviet soldier.
~Josh
“Vectoring” means converting the file from raster format (made of pixels, like a jpg or a tif) to vector format (made of calculations, like an ai or an eps). Vector images can be scaled to any size without losing resolution, whereas raster images look worse and worse the more you enlarge them.
~Josh
PS- There are a number of automatic ways to convert a raster to a vector, but most of them result in a totally inadequate result for print. Doing it properly would require you to trace the entire map manually, adding in every detail, label, border, sea-zone etc by hand.
No luck. I tried to get the file from him awhile ago but he didn’t want to let it go. This was back when he was actually working on the project though… perhaps he’d be more willing to relinquish it now.
Also, I don’t think it’s a vector file. Probably a high-res raster.
~Josh
Hexagons were chosen for wargame maps because they are the largest regular shape that can be tesselated. Tesselation is the “fitting together perfectly” of identical shapes. You can’t do it with octagons. The only regular shapes that can manage it are triangles, parallellograms (including squares, rectangles, and diamonds) and hexagons.
Try it and see. If you try to make a regular grid of octagons you end up with little squares between some of them.
~Josh
Yeah, try “Strategy Games”. That’s where I got mine. (1683 Bayview Ave., 416-486-3395)
~Josh
No Land unit can fire at any sea units.
Battleships can fire at units in a land territory as part of a special procedure called a “Shore Bombardment”, which is a support shot for your troops during an Amphibious Assault. From the rulebook:
In an amphibious assault,
your battleships in the same sea zone as the
offloading transport can conduct shore
bombardment. Each battleship fires once during
the opening fire step against enemy land units
in the territory being attacked. (Any enemy
units hit by the shore bombardment do not fire
back, but are immediately lost.) A battleship
cannot conduct shore bombardment if it was
involved in a sea combat prior to the
amphibious assault.
Air units can fight on land and at sea. Hope that helps,
~Josh
Imperious Leader has a website with tons of pics of well-painted A&A figs on it…. I’m sure he’ll pitch in soon with a link.
~Josh
I do believe you’re right. Hm. I’ve been playing that wrong for years. :oops:
~Josh
Subs do get the sneak shot on other subs. Attacking subs fire first during Opening Fire, then defending subs. “Instant Kills” apply in whatever order the subs happen to score hits.
~Josh
Just to clarify though, if a sub hits a battleship with a kill shot (meaning that it was previously damaged by another hit, and the sub’s hit indeed killed it), the battleship sinks immediately like any other sea unit would and gets no casualty shot.
Example 1:, I attack your battleship with a sub. In cycle 1, I hit you (damaging you), and you miss me with the defending fire. In cycle 2, I hit you again, and you sink immediately without a casualty shot.
Example 2: I attack your battleship with 2 subs, and manage to get 2 hits in cycle 1. The first hit damages you, the second hit kills you. Your batteship sinks immediately wihout a casualty shot.
~Josh
@ncscswitch:
All combat mvoes are declared at once, and with the exception of an amphibious assault after a naval battle in the adjacent sea zone, NO combat is allowed where movement through a combat declared territory is required (with the exception of Panzerblitz NA if memory serves, but I will allow others with more National Advantages experience to confirm that as I have never played a game using them).
Nope - Panzerblitz NA merely allows attacking German tanks (that survived a combat in which all defenders were destroyed in the first cycle of combat) to make a non-combat move of 1 space (following normal non-combat movement rules otherwise) during the Non-combat movement (NCM) phase. (This is not allowed without the NA - once a land (or sea) unit has been involved in combat, it may not move during NCM)
~Josh
I could live without oil rules. If you ask me the game will be complicated enough already - with the addition of ports, airfields, and convoy boxes, there are plenty of new strategic targets on the map.
If someone can propose a good ruleset for oil then I would vote for including it. IL’s suggestion is pretty good but incomplete. It seems to me that you could abuse it as per original unlimited SBR rules. Also you would have to come up with a way to track how much oil production you have, and do your original oilfields produce IPC for you as well? If no, that’s a bit strange. If yes, then how much do they produce?
At 1D6 per oilfield, own 3 oilfields and you could generate 18IPCs per turn… seems to me too powerful, and would become too much of a focal point for control.
And why can’t players bomb a captured oilfield? You can bomb a captured complex.
~Josh
In my example I want to retreat my forces. That way they have a shot at possibly being involved in antiarcraft fire in both hexes. That’s why I chose the forward hex first, since I as Axis had the initiative. If I were Allies, with air initiative, and I wanted to prevent Axis from doing that as in my example, then I would, yes, choose the rear hex first.
~Josh
… and a quick trip to the BoB faq/errata on Avalon Hill reveals this:
Can ground units retreating from hits from Fighters and Bombers move into another hex where the other player has Aircraft?
Yes, Aircraft do not exert a zone of control. When the combat occurs in this hex, these units will participate in that combat also.
… so there you have it.
~Josh
@Imperious:
yes correct but the question is strange because each combat is alternating for each side so its not clear that any hex retreated to is actually a Hex under attack because nobody would know of such a thing. You only need to worrk about retreating thru enemy ZOC.
Yes it is clear which hexes are under air attack before any are resolved.
1. Roll for air initiative.
2. First player lays all of his planes down, splitting them up however he likes, then second player lays all of his, splitting them up however he likes.
3. First player chooses which air-embattled hex to resolve first. After that is resolved, second player chooses the next air-embattled hex to resolve, and they alternate choosing and resolving until all air-embattled hexes have been resolved.
Let’s say I am Axis and that I won air initiative this round. Say that after step 2 above, there are only two hexes under air attack… one on my front line, which is threatened by the bulk of allied planes and has all my planes, and an adjacent hex behind my line out of Allied ZOC that is being attacked by the remaining Allied planes.
I choose to resolve the frontline hex first. We conduct dogfighting, antiaircraft, and air attack. In the end, a few of my units are forced to retreat. I can retreat them back into the second hex, even though it is due for air combat and even though my moving units there may have an effect on antiaircraft fire and hit assignment.
This is the way I see it according to the rulebook, but something about it feels a bit wrong. Should you be able to retreat to an air-ambattled hex that is out of enemy ZOC, even if (and especially if) your doing so will influence the resolution of that hex? It does seem that way. Just asking because I can’t find anything in the rules that prohibits this.
~Josh