its not gonna work. I need to be able to separate the actual setups from the ‘watermark’ which i cannot do.
I am been asking for those files and at multiple occasions you made me think they don’t exist
you have upload those files
from my perspective I still can’t see what is holding us back
=======i need the original files that contain the CS2 files for the set ups. I can change the original 47 pages, but the 10 or so pages of setups will have 1.3 on it. These files are PDF and cannot be broken down for editing. I tried. It took me 2 days to make those setups and i don’t want to trade that work for another 2 days just to remove some silly 1.3 when this rule set basically replaces and includes previous versions.
Quote
++++++++ The first page was set for page one but i guess it didn’t work.
sorry I meant the “OPERATIONS MANUAL” front page
it looked great
============ ok will fix it.
Quote
Page 4. VC list still has 1939 data. London is 5 not 4. Remove duplicate Singapore under UK.
++++++++ ok
Oops. One more, change “Hong Kong” to “Shanghai” as thats OOB map.
====== no its better to change the map, because then I have to make one list for maps 1-2 and another for 3. I try not to take our improvements and leave them to rot when it comes to maps 1-2. I plan on improving those 2 maps soon…
Quote
Page 7. Air Movement. “Each defending air unit except Bombers in a territory function under Defensive Air Support (DAS) against overflown enemy air units in Combat Move, unless they are performing Reinforcement or Air Interdiction this turn.”
But we no longer allow AA fire towards hostile overflying air units.
++++++ ill check this but i dont see anything about AA fire here.
Yes it doesn’t say AA.
Previously AARHE fighters act as AA against hostile overflying air units. Now we don’t let AA shoot at overflying air units.
And so you changed it to “DAS” against overflown enemy air units.
That doesn’t make sense. DAS is what we call the air reinforcement.
I don’t know what you mean.
Is this some sort of one cycle combat for overflown enemy air units?
I think your intention is that overflying air units are immune from all fire.
======= On the way to the target territory they are not subject to issues. They are flying much higher and flak cannot reach them. When they come into battle they drop their altitude to conduct attacks. This allows flak battery to engage and DAS intercepts, Also on round 2 ( if this is land combat) DAS from other territories can assist.
DAS ( defensive air support) is the proper name for these missions. When planes are done with battles they fly back and are unharmed. This is reasonable. DAS did not chase planes back home, and flak didn’t attack planes all the way back home, because they increased altitude for safety.
Reinforcement only pertains to model the ability to send in reserves in land battles. Their is not one name that can describe both. They are separate.
Quote
Page 9. Soviet-Japanese Non-Aggression pact
Have you decided to apply it to all maps?
+++++++++= no just 1939… have to fix that
then it should not just be marked “optional rule”
it should be moved to 1939 map section instead of being in “phase 3: combat move”
again this is for your goal of streamlining main rules section
(which by the way looks like it can be 20 pages flat)
============= i moved it to 1939. that was done.
Quote
Page 9. Lend Lease
I think its time we get rid of all the “phase” names for maps. Player have no idea what they are. Even I am confused as we didn’t have a “phase 1” map and “phase 3” I thought was what we called the “italy map”.
+++++++++++= yes right
Its still incorrect at the moment. This is how it is…
Standard map is OOB, hence lend-lease is NOT free.
Italy map has free lend-lease, as a quick fix to 20 IPC Germany.
1939 has 1939 rules.
======= ill fix it.
“Phase 3: combat move” section should only talk about standard map.
Special rules for Italy and 1939 map is displayed in the map section.
======== not sure what you mean. cut/copy/paste exactly what you mean
Quote
Page 20. Rockets silos.
I presume you copied this from your modern edition project.
++++ the other way around actually grin
LHTR defined how you shoot rocket (from AA gun).
If we can’t build ID you have may have to redefine the details of “rocket”.
Because effectively you can only shoot from VC and IC.
Now you can’t build VC but you can build IC.
Germany would have to build IC in Western Europe just to shoot all 3 of London,Moscow,Stralingrad.
Which is a bit funny. Having to expose itself to more rocket fire in attempt to perform more rocket fire on others.
Just subtle things.
========= how should it read???
Quote
Page 28. ID
You haven’t replied yet. So we do let people build ID for rockets. Do we let people have the option to beef up defense again SBR and air.
++++++++++ it introduces an new piece. its easier to try to avoid this. Rockets are advanced technology and flak is a relatively useless gun pointed at fast moving planes and cant even hit fighters. Rockets can bomb industry and reduce a nations motivation to fight on. Flak batteries cause hemmroids for the blokes sitting in those metal chairs long hours shooting at an empty cold sky. afro
yeah hence AA needs to roll search die first for fighters but not for bombers
anyway as above I’ll have to see how you define rockets first before I settle on getting rid of ID purchase
note, another thing is that ID can represent construction of altantic wall (ID has role in amphibious assault)
======== this is interesting ( Atlantic wall)…i would like to see something to resemble fortifications using the blockhouse unit from d-day… the ID only effects air space, while the Atlantic wall was to prevent invasion by land. So you see i naturally don’t see ID and fortifications as LINKED, but something should be done to be able to construct fortified positions…
lets look into this…
from another game…
Fortress:
Fires twice at 3 on Defense and takes 4 hits. Fortresses (representing large areas of concentrated fortifications and coastal batteries) fire preemptively at the beginning of each combat round. Fortresses are built incrementally, but they may be captured if all enemy pieces have been killed and the fort takes its last hit allocation. In battle, any fort that takes its last hit is considered wrecked and may no longer participate in combat that turn. To remain functional the fort must have at least one hit left.
this may work… however each level costs 2 IPC maximum 4 levels ( 4 hits)
Quote
Their can be no naval reinforcements
yeah naval engagements are quick!
though we can’t totally eliminate it cos it doesn’t make sense naval units under attack can relocate (defender retreat) yet naval units not under attack can’t relocate
(it also then makes you wonder whether you should attack, as you can give defender free movement if you can’t kill defender in first cycle lol)
just on top of my head I can see two options:
1. Naval reinforcements don’t fight
(in this case, move “land reinforcement” to “phase 3: combat move” and put “naval reinforcement” in “phase 5: non-combat move”…which is about write since both of these are simply declarations straight after attack declared combat moves)
2. Naval reinforcement fight from 3rd cycle
(n this case, move “reinforcement” to “phase 3: combat move”…as these are simply declarations after attack declared his/her combat moves)
========== in both cases the naval battle still lasts 1-2 days at most. Ships from Japan have no time to sail to say the Marshall islands and fight…however planes can still fly over (under DAS) … this is reasonable.
Quote
german and soviet builds at 2 IPC infantry at 6
that won’t be needed after you write in deployment as below
=========== its just to remind people of this. sometimes you need to reinforce the rules in little bits every so often.
Quote
Deployment: its says infantry can be built at any VC and airborne at VC with value of 2+. Thats what it should read?
No instead of
Infantry are mobilised at victory cities. Airborne units are mobilised at Capital Victory City and require a value of 2 VCP or greater.
it should read…
Infantry are mobilised at victory cities. The number of units deployable per turn being the VCP value. Airborne units are mobilised at your capital victory city and requires 2 VCP each.
================ ok ill make the change.