Since there was no sea battle in sea zone 12 and the destroyer did not participate in the amphibious assault, it did not participate in combat and is therefore free to move in noncombat movement.
Unit abilities
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I have a question regarding lone transports. If I send a fighter into combat situation and it happens to travels over transports does it kill them? Basically, what I’m saying is does killing the tranny’s count as a combat move, or can the fig kill the tranny and still conduct combat in a different territory?
Thanks.No, you can’t kill defenseless transports en route. It requires a dedicated combat movement, and counts as combat.
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I have a question regarding lone transports. If I send a fighter into combat situation and it happens to travels over transports does it kill them? Basically, what I’m saying is does killing the tranny’s count as a combat move, or can the fig kill the tranny and still conduct combat in a different territory?
Thanks.No, you can’t kill defenseless transports en route. It requires a dedicated combat movement, and counts as combat.
Thanks K!
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This was my question too; it doesn’t make sense unless there is a “special ability” (which was alluded to in a previous thread). Hopefully squirecam or someone else that attended GenCon can clear this up.
Right. Cruisers bombard.
But you still need destroyers to locate subs. IIRC, they are still the only unit that stops a sub from moving freely from zone to zone.
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Yes great strides are being made here:
transports are no longer considered battleships and don’t shoot back. They are not fodder so buy a real warship to soak up.
Shore bombardments are no longer a joke so no more “every turn we launch a new invasion” just to get the benefit of free shots with bogus attacks and unhistorical outcomes.
More realistic technology tree
Hopefully we can hear about defender retreats in this version and less potent AA guns
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@Imperious:
Yes great strides are being made here:
transports are no longer considered battleships and don’t shoot back. They are not fodder so buy a real warship to soak up.
Shore bombardments are no longer a joke so no more “every turn we launch a new invasion” just to get the benefit of free shots with bogus attacks and unhistorical outcomes.
More realistic technology tree
Hopefully we can hear about defender retreats in this version and less potent AA guns
:? technology tree… I must have skiped over that part what does the new tech tree have?
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Tech tree consists of Land, sea, and air abilities. I hear its more than double the normal techs…
Thats 6 tech thing is gone.
I can just bet they have historical techs like ASW allowing planes to fight subs w/o destroyers and sutff like that
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I don’t mean to ask a dumb question, but what it “IIRC”?
Thanks. -
@Imperious:
Hopefully we can hear about defender retreats in this version and less potent AA guns
Actually I read somewhere that one of the techs (radar I believe) increases AA guns to hit on 2 instead of 1.
I don’t mean to ask a dumb question, but what it “IIRC”?
Thanks.If I Remember Correctly. or some variant meaning the same
And from what I’ve read it’s 2 trees each of 6 techs, if you get a 6 on one of your tech rolls (you now purchase researchers that continue to roll for techs each turn if they don’t succeed) you roll for one randomly like in Classic. You pick which tree you want to roll in, one being for land units the other for air/sea.
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Actually I read somewhere that one of the techs (radar I believe) increases AA guns to hit on 2 instead of 1.
OMG! i hope that is not true… MY bombers are gonna get wacked.
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I was sort of hoping if they put the cruiser in that they would go to an 8-sided die so as to get a better differentiation of units, like in Xeno Games Pacific at War. Actually, if you want to get real unit differentiation, a 10-sided die would be better. Destroyer 2, cruiser 4, and battleship 6 or 7, with a destroyer attacking a sub on a 3, and if you have a Hedgehog ASW tech, a 4 or 5. Then you could also drop carriers to a 3 with no problem for surface attack. Maybe we can test that idea in my game design class next year, assuming that I do not work on it before.
Not sure about radar giving an AA gun a kill on 1 and 2. Proximity fuze I could see that, as that boosted the effectiveness of the US Navy 5"/38 by a factor of 4 against Japanese aircraft and also boosted the effectiveness of ground AA fire by what looks to be a similar factor against the V-1 attacks. Radar just gives you the ability to shoot in cloud and at night. As long as you are using mechanical time fuzes, your rounds per kill does not change much. Right now, I am working on a house rule of a fighter having two shots at a bomber or fighter in air combat if radar is available, as that did significantly improve intercept probability. If a player gets the proximity fuze tech, his AA guns do kill on a 1 or 2.
Be interesting if there are any ASW specific techs.
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Yes AA hitting at 33% and at 100% with 3 planes is horrible. I guess AA guns are gonna be like AARHE:
roll D6 and only if you roll a one, you get to roll again 1 destroyed= 2-3 plane returns to base and done not perform mission. 4-6 no effect mission continues. built in AA rolls at factories and VC and elimination of the AA piece entirely.
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According to one thread on the “smokey swamp” forum, one air/naval tech is heavy bombers and means you roll 2 dice when determining IPC damage. I think “Radar” is meant to counter that. Probably its on the land side of the production chart, which would be worthwhile for Germany to invest in since you could also get Mech Inf, for example.
Think of “Radar” as improved air defenses, improved AA-gun tech, day fighters and night fighters working together around the clock. At the strategic level, all this can be considered to be included in the tech.
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well we’ll have to see the complete picture im afraid to see how these things fit together and create a picture.
If you find something from another site repost everything here so others can see what were talking about.
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I was sort of hoping if they put the cruiser in that they would go to an 8-sided die so as to get a better differentiation of units, like in Xeno Games Pacific at War. Actually, if you want to get real unit differentiation, a 10-sided die would be better.
For real differentiaton, D12 is the only way to go.
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Tech details in this thread;
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Quote from the cited thread:
“Even if you buy just one research token, you guarantee yourself a tech sooner or later”Ok, I’ve read the thread, but there is one thing i don’t get…
Say you buy a research token on Turn1
Upon rolling for Tech , Turn 2 , you achieve a tech (let’s say ‘Heavy Bombers’ for example)‘’What happens with the Research token on Turn3 ? May you still roll for Tech turn3, without purchasing new research token(s)???
Lynxes, you seem to know quite a bit here :wink:
Care to enlighten us :-) -
Wow, Lynxes… The shortcut you posted, contains a very good (= long) description of the actual game played at GenCon!! :-o
Great reading! Will print it & bring ít with me to bed tonite :-D :-D
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Tech details in this thread;
Lynxes,
wow thanks for the link.
LT
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that was a great post from the swamp! Thanks!
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What happens with the Research token on Turn3 ? May you still roll for Tech turn3, without purchasing new research token(s)???
You lose all research tokens once you successfully research something.