OK lets continue…
A word on sea invasions. Each transport can carry 2 infantry types or one non infantry ( 1 tank, 1 plane, 1 artillery , etc)
On the first round, only one infantry can be offloaded per transport per round, then the other. You can’t bring in artillery in the battle, that’s offloaded in non-combat. Of course, you can bring in planes.
Dreadnoughts and Cruisers shore bombard at 1 ( they roll first)
The defending land units always roll first and that includes all types of defending units.
Invasions are a difficult thing in this game. In axis and allies, invasions are much more common even too common practice.
Land combat sequence:
This, like naval combat, must be performed step-by-step and loses taken for each step.
Part A (Air Superiority)
1. Air combat takes place between attacking air units and zeppelins and defending air units and zeppelins. Both sides must perform a single air combat round, rolling to hit simultaneously against the other.
2. Either side may retreat all their air units after each round, first the attacker decides and if they do not retreat then the defender may retreat their air units. If no winner then proceed with step 1 again until one side is eliminated or retreats. The winner gains air superiority (see air superiority).
Aerial superiority:
The player who has air superiority can boost his artillery, rail guns, and forts with a modifier of +1 for the first round of combat.
Note: there is no air superiority in naval combat.
Part B (Land Battle)
1a. The attacker conducts gas attacks (defender can if they have “gas shells” technology) and loses are taken now. (simultaneous exchange)
2. The attacker fires their aircraft, artillery, (this can include rail guns that are in an adjacent space) preemptively and loses taken now.
3. The defender fires their aircraft, artillery, forts and rail guns (this can include rail guns in an adjacent space) preemptively and loses taken now.
4. Attacking Storm Troops and defending entrenched infantry fire preemptively and loses taken now. (simultaneous exchange)
5a. The attacker and defender then fire with all their remaining units; loses are applied now. (simultaneous exchange)
6. The attacker has the option to retreat. He may retreat all units back to one of his territories that one of the units attacked from or he may remain in the space and contest it with all ground units. An exception is if you are coming out of a contested territory all land units may only fight to the finish (defender may still retreat) or contest. If the attacker does not retreat or contest the territory then the defender may retreat to a friendly or allied territory that is not under attack by land units or contested. Unless the attacker decides to contest (this stops the defender from retreating). If the attacker does not decide to contest and no one decides to retreat, then proceed with steps 2-6 again, or until one side is eliminated.
Now you can see the modeling of WW1.
Units fire in groups modeling the way it was in this war, by segregation of the effects in a sequence. You pay more for some units, but they have value because they may fire before other units and loses taken before they have a chance to fire. The result is carnage, however the opportunity to retreat by either side is an option.
Step 9 – Non Combat Movement:
Units that have not taken an action this player turn may take one now.
At Sea:
Naval units can move into any sea zone that the enemy does not own or into a contested sea zone to reinforce. The units are still subject to sea mines and pass through fire from sea-forts. Submarines are subject to sub-detection.
Transports may load and offload troops into friendly controlled territory during this move but may only pick up from one territory and drop off in one territory. Transports can not load or offload if they are in a contested sea zone. Land units that are being transported may not move on their own before or after being loaded/unloaded.
Going into port:
Port symbols on the map represent the major fortified naval bases of the war. Ships are safe from naval attack while in them. Ships are allowed to go into or out of ports for a cost of 1 movement point.
The enemy may blockade the ships in port by moving into the sea zone adjacent to the port. The blockaded ships will then need to attack the blockading fleet to be able to move out from the port.
If the territory falls then the ships will be forced out to sea (see naval evacuations). Ships can be built directly into a port (or the sea zone adjacent to the port if not enemy occupied) that is located in a home factory area.
Dual-entry ports:
A few ports on the board allow entry/exit from two areas. These ports are Hull, Harwich, Portsmouth, Brest, and Antwerp-Zeebrugge. Blockading one side does not prevent movement from the other.
On land:
Land units can move into any friendly, contested, or newly captured territory. They may use rail movement in this phase. (See railroad transportation). They may not move into enemy territory except to reinforce a contested territory. Units that are moving in or out of a contested area must follow the rules in the contested area section.
Infantry that did not move may entrench.
Air Units can move to any friendly territory that is not newly captured and within range.
Railroad transportation:
Rail movement is 4 spaces and allowed from any of your (or your allies) territories. All land units can be railed.
These moves are allowed if:
- You can trace the movement through a continuous line of friendly territories.
- The movement does not cross any barriers (such as the English Channel).
- The movement is not into or through a contested or a newly captured/liberated territory.
- The line is not traced into or through Russia (unless you are Russia). (Russia minor allies territories are not considered Russia for rail purpose)
5) The unit did not do any other action this turn.
6) The movement is not in or out of Africa (French Morocco to Sinai)
Only Russia and her allies may use rail movement within Russian original territories. Russia and her allies may not rail outside of Russia.
You may rail across the Dardanelles from Thrace to Bursa or vice versa if you control both and the Dardanelles are not blocked, it cost 1 movement point for crossing the Dardanelles for rail.
In the air:
Air units that have not landed yet from an attack must use their remaining movement to land back into original start of turn friendly territories. A zeppelin, however, may remain in a contested or newly captured territory or friendly or neutral sea zone.