Ok next section…
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.
Naval Invasions:
If the attacker has any part of his force invading by sea then the sequence of combat is as follows:
Follow the above Land Combat sequence rules above (A & B) with adding the below to part B
1b. Support fire is now done by Dreadnoughts and Cruisers.
6b. The first wave of invading naval forces may now fire with all surviving units; defender loses are now taken.
7. Is the same except that they must do a 2nd round of attacks and only then may they contest at the end. You are not allowed to retreat as the attacker for a naval invasion.
For the rest of the combat, proceed with steps 2-7 under the normal land combat sequence with 2nd landed forces firing in 6b only.
Only infantry type troops (infantry, cavalry and storm troopers) may participate in amphibious landings. Other types can only land after the capture of the territory (in the non combat phase).
Support fire:
Support fire allows Dreadnoughts to support a naval landing with fire and is limited to only the first round of combat. They hit only on a 1.
The number of ships that may fire is limited to the number of transport being used for the naval invasion.
Here is one of the main different things about this game, namely certain units fire in sequence– units are destroyed and then another type of unit fires and then other loses taken. That way you can see the benefit of say entrenched units, Artillery, having Air superiority, etc.
Air fights air, remaining units hit land targets at 1 ( bombers and zeps @2) and how having air units remaining allows your artillery ( both regular and railway artillery to all get a +1 in the first round attack)
Storm troopers fire before other units as they have specialized infiltration training and equipment ( only central powers have them)