Bump, some unanswered questions above, I have a couple more.
Using 5.0 Rules, need a couple clarifications. Are the set-up sheets going to be updated to v5.0 (still v4.1), or do they need to be?
Not sure. I’ve asked too.
We may find after some minor rules changes that they need to be cleaned up. For now, use 4.1
Fortifications (pg30) sound pretty cool. I get that they all play a slightly different roll in their def of a said territory by the table given (I will take a closer look when my game gets here). Are you still in the development phase for fortifications?
A lot of the original fortifications have different facing rules. When I buy new ones they defend the entire territory.
This is correct.
- I see that Fortifications roll 2-12d in def at 5 or less for the first round of battle, and all def inf (assuming it includes special inf too) also get +2 in that first round of battle. Where I get lost is after the first round what happens. The charts for all the powers have fortifications def @2*. So do they continue to roll at 2 or less once the first round is over, and do they roll just one dice at that point?
Fortifications defend in the first round of combat only. They are not taken as a casualty. If the territory changes hands, they are destroyed.
This is correct. All “special rules” for fortifications only last for the first round.
- Russian elite inf, need to clarify intent (pg15).
“These are inf units that attack at 3 or less and def at 5 or less in original Soviet territories”
Does “original Soviet territories” apply to both attack & def values, or only def value. I ask because the Russian set-up page has attack value at 3, and def at 4*. The 4* I believe means def at 5 if you meet the requirements (orig Sov tt). The 3 attack has no *
I believe your assumption is correct. Defend at a 5 in original Soviet territories.
This is correct. Defensive bonus only.
- I have a couple questions about air/navalbases, and NB AA being used to defend ships in air attacks in an adjacent sea zone.
3a). If the naval base is inoperable (3 or more damage) NB AA can’t be used to def sea zone vs air right.
I believe if installation is inoperable, AA is inoperable.
This is correct. Non-op is non-op.
3b) If naval base was SBRed on that turn, but didn’t get shut down (only 2 damage), can the NB AA still def the sz. (would be pulling double duty).
Cannot see why not.
Yes.
3c) By rule you can SBR an AA gun to remove it from play. Is there any thought of if a base (air or naval) is inoperable at 3 damage or more that it also shuts off the built in AA gun?
Same as above. Base inoperable, AA inoperable.
This is correct.
3d) If you roll to repair a ship, do you have to follow through (I would assume yes). Or can you write it down to do it next turn, or even re-roll next turn?
I always follow through. Never considered otherwise. Good question for developers.
If you choose to repair a ship, you must roll and pay. It’s like the A&A research rule in a way.
3e) An airbase needs to be operational for a bmr to transport an inf, paratrooper, or commando right?
Sounds right to me.
That’s correct. A non-op base is as good as no base at all until it’s repaired.
- SBR targeting AA guns (haven’t done this before, sounds kinda cool). After the AA gun fires, shouldn’t the bomber have just one round to to kill the AA gun rolling its attack value (8 or less). The last part of the sequence on pg9 seems kind easy/cheesy “If target is AA gun, it is destroyed”
I’ll leave that one to the developers.
The thought here is for every bomber that gets through the SBR process, it rolls to see how many hits it inflicts. It is assumed that every bomber will have some level of success as it is a potentially costly mission and must remain a viable option for rules sake. Since AA guns are single hit units, it is assumed it takes at least one hit automatically and is such destroyed. You are of course welcome to play it anyway you like!
- Is there any thought to changing AA guns to how they work in Alpha+3.9. Roll three dice each, used as casualty etc…. Have you guys done this in games, and how did it go?
We’ll be trying that this weekend (funny you asked).
China is still confusing me (from pg27).
6a) The US and Nat China share a turn, but it doesn’t say they can attack at the same time (unlike Russia & Red China, or UK/Commonwealth that can fight/attack together). Can you flip flop them, and have Nat China go first, then next turn have the US lead the way? Or am I wrong on my assumption and they do attack move/attack together?
U.S. and China are separate. I think the U.S. goes before China.
Per page 4, Nat. China and U.S. take their turn at the same time. You could even build at the same time. The difference is they may NOT move and attack at the same time. The Russians/ Com. Chinese get this advantage but the Nat. Chinese/ U.S. do not. The U.S. player may choose which country goes first (Nat. China or U.S. This will be clarified in rules 5.1 when I release them.
6b) Nat China- “May liberate or capture any Japanese held territory” Does this mean they can go into original Russian or Mongolian territories that Japan has captured like Olgiy (Mongolia), Vladivostok, Novosibirsk, or even all the way to Moscow as long as the Japanese have left them a trail of conquered territories to get there? I’m talking about the Nationalist here, but would pose the same question for the Red Chinese too. I know that the original FEC (UK) territories (except Hong Kong) are off limits for the Nat Chinese under any circumstances, but the Russian/Mongolian are fair game as long as they are liberating from Japan?
We play it that Chinese cannot go outside of China whether Japanese held or otherwise except for the French colonies listed.
For now, it is played the way it is described in the rules. Let us know if we need to change this to a more restricted rule. We wanted to remove China’s unrealistic restriction of not being allowed to leave China.
6c) I’m unsure of the Red Chinese income (couldn’t find it on the Russian set-up sheet, or on pg 27 of the rule book). From pictures of the map it looks like 3 IPCs to start. Is it a fixed 3 IPCs, and any conquests go to Russia, or does their income fluctuate as they gain/lose territories?
Red China gains/loses IPCs depending on territories held. Rules state Communist China will take over unoccupied Nationalist Chinese territories whether it is Communist Chinese or Soviets walking in.
This is correct.
6a) The Chinese tiger gets +1 in attack & def. It can’t attack if the B-road is closed? � Why not just a reduced attack value, or is this to show fuel shortages? Maybe it will revile itself to me when I play later this week, counting down the days (should get map in a day or two).
Will leave that one to developers/
From a rules standpoint, consider it an incentive for the Japanese player to push for the Burma Road. From a historical perspective, I think it has more of a political motive than a logistical one.
I’m sure I’ll have more questions WB
PS I did up an attack and def combat chart for 12d that I will share when I figure out how to upload it. It might help some newcomers to the game.
Awesome. That will be cool to see.
Wild Bill. I hope I was of some help.