As far as a I know. the rulebook is clear on the questions you’ve brought up. The rulebook is organized according to the combat steps (eg 1) purchase 2) combat movements 3) combat 4) noncombat move 5) placement. So if you have a game mechanics question, then look it up in the rulebook according to which step you are on.
There are also clear explanations of the units and what they can do somewhere in the rulebook, and these should answer your unit-specific queries.
It may be necessary to read through the rulebook a few times. You could also play around with online computer game versions like the one at Game Table Online or TripleA for practice, since these programs execute much of the game mechanics for you.
@Motorman:
n. The continued combat question was about the other units. Example you have a tank and an inf fighting. They both “miss” the first roll. Do you keep going until one is gone or the player decides to retreat?
The attacker may withdraw after a round of combat (where both the attacker and defender fire). Ground units can retreat to any space where ground units attacked from.
I do have multiple bomber pieces but the question was about the number of planes represented by that one piece. I am familiar with the old Avalon hills games like Blitzkrieg where they piece was representative of a unit comprised of several smaller sub pieces. In other words in the real world a single bomber never went on a mission solo for strategic bombing. There were 100 to 1000 buffs going. In this game one plastic bomber means one buff?
1 bomber is 1 bomber. If the infantry pieces represent armies of men, then a bomber represents squadrons of bombers.
If a fighter is used to attack a ground target with no AA gun placed does the targeted ground unit (inf, tank, ship arty) fire back and have a chance to kill the fighter using their normal defense number or is it a “free” attack for the fighter?
The ground unit gets to fire defensively. If the ground unit hits and you have no cheaper unit (preferably infantry) to select as casualties, then you might lose the fighter as a casualty.
On the IPC vs placement question. The territory can accept up to the number of units the circled number indicates, without an industrial complex on that particular spot?
There has to be an industrial complex on the spot to place units there. If there isn’t one and you want to place units there, you can build one there for 15 ipc, but you don’t get to use it till the next turn. The most common industrial complex buys are Japan building on 3-ipc coastal Asian territories (very common), or UK building in South Africa, Norway, Aussie or India (rare), or USA building in Norway or Sinkiang (rare). Germany, Russia, and the USA already start the game with plenty of production.
What is the limitation on what you can buy vs what you can place determined by?
You can place as many units as the territory is worth. For example Germany is 10 so you can place 10 units there. India is 3 so you can place 3 units there.
What is the penalty of losing an industrial complex? Do you lose “X” number of IPC points for the complex or just the territory circled number?
There is no penalty. If you lose a territory with an IC, the enemy can build there on its next turn. If you lose a territory with an aa, the aa falls into possession of your opponent.
Also if you lose a territory that has a circled number of 3 on it, do you deduct that number from the IPC total the next turn? Example, the Japanese have an IPC of 30, if they lose a single territory that had a circle 3 do they then have an IPC total of 27 the next turn?
No. The only time you will lose money in this game is if a power captures a capital and thus seizes that power’s treasury. Each power collects money at the end of its turn, by adding up the total amount of ipcs it controls. So if India is changing hands every turn, both UK and Japan will be collecting the ipcs for it.