While it can be expensive to send just air units against ground units, sometimes it is warranted.
In a recent game of 1942 2nd edition, Germany was really giving Russia a hard time and Russia was having trouble having enough troops and tanks to retake their own territories. The US and UK had built up sizable air forces so they took turns attacking the German infantry and tanks so on Russia’s turn, they could simply move in and take the territories thus improving their income.
While the US/UK did lose some expensive air units, it worked out very well as Russia was able to roll up a lot of territory and Germany just couldn’t produce enough to reverse the tide. Russian tanks would blitz 2 territories while Germany could only take the 2nd territory back in combat. Then here would come those dang Brit or American planes again.
Newly captured naval bases used on non-combat movement?
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Seems like you shouldn’t be able to, but I couldn’t find a spot in the rules that specified about this…
If you capture a naval base during combat, can your ships in that sea zone move 3 spaces on non-combat?
For instance, Germany has ships on both sides of Gibraltar. Takes Gibraltar and its naval base during combat. Other ships that have not yet moved and did not take part in the combat, can they move 3?
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Good question and one I haven’t heard. My guess is no. That you need to own it at the start of your turn. I didn’t look in the rules though. Panther or someone else will probably clarify.
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Seems like you shouldn’t be able to, but I couldn’t find a spot in the rules that specified about this…
If you capture a naval base during combat, can your ships in that sea zone move 3 spaces on non-combat?
For instance, Germany has ships on both sides of Gibraltar. Takes Gibraltar and its naval base during combat. Other ships that have not yet moved and did not take part in the combat, can they move 3?
From the rulebook:
@rulebook:
If a territory is captured, any facilities there are also captured. The capturing power (and, in the case of bases, its allies) can
use them on the turn after they are captured.HTH :-)
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No, as Panther pointed out, you don’t get the benefit that turn but your ally after can.
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good question. i was just looking for an answer to this. thanks!
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@P@nther:
Seems like you shouldn’t be able to, but I couldn’t find a spot in the rules that specified about this…
If you capture a naval base during combat, can your ships in that sea zone move 3 spaces on non-combat?
For instance, Germany has ships on both sides of Gibraltar. Takes Gibraltar and its naval base during combat. Other ships that have not yet moved and did not take part in the combat, can they move 3?
From the rulebook:
@rulebook:
If a territory is captured, any facilities there are also captured. The capturing power (and, in the case of bases, its allies) can
use them on the turn after they are captured.HTH :-)
Perfect. Thank you. I just kept finding the line from under Naval Bases over on page 25
Increased Sea Range: All ships beginning their movement from a sea zone serviced by an operative friendly naval base…
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In addition to this, any of your ships in the sea zone when the combat are presumed to have taken place in combat. The only way to avoid this is to move them during combat movement (even if the move does not result in combat).
Marsh





