one thing that annoys me about Anzac Infantry is they won’t fit on the chip. Is there a modification I could do to fix this without having to completely cast a new base for them?
Mech infantry-heavy Japan?
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I am smack in the middle of my first game but I am noticing something interesting. I am playing Japan- and am starting to love mech Infantry! I’ve already pushed 6 into China and I likely will be going to add 2-4 more. Now I know historically MI was virtually non-existant in the theater, but since the board does not take into account terrain I’m finding the MI’s move of 2 crucial to my China strategy. With the Chinese ability to place troops in newly captured territories turning that part of the board into a giant “whack-a-mole” scenario, I found I need speed to respond … Tanks are just too pricey and footsloggers too slow. Anyone else finding this with their Japan ground plans?
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Man
Mech infantry is the key to japan and India,
Even better if you managed to build an industry on the continent! -
From what I read you can only blitz or move 2 spaces with mech infantry only if it is escorted with a tank.
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They can move two spaces at any time (noncombat). They can only blitz thru enemy territory if accompanied by a tank.
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Thanks for the clarification, still somewhat hazy on all the new rules in this setup. Only playing one game of it and viewing the rulebook just a handful of times needs to change for me since I am usually the AA rulebook expert amongst my friends.
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They can move two spaces at any time (noncombat).
A two-space movement could also be a combat movement, if the first territory is friendly.
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Since Japan has so many planes I find MI are really useful as bullet sponges. The planes provide mobile killing power, the MI mobile protection for the planes and occupation.