Are fortresses represented, or is that what the entrenched infantryman represents?
Fortress: Fires twice at 3 on Defense, takes 4 hits
Fortresses (representing large areas of concentrated fortifications and coastal batteries) take 4 hits and fire two times at a 3. Fortress units fire preemptively in battle and may benefit from improved spotting (see aerial superiority).
Fortresses are not built, but they may be captured if all enemy pieces have been killed. Any fort that takes its fourth hit is considered wrecked and may no longer participate in the battle. To remain functional the fort must have at least one hit left and a single infantry, cavalry, or storm troop (exception pass-through fire, see below).
If enemy surface ships move next to or passes through the following areas:
1. Strait of Gibraltar
2. Fao
3. Dardanelles (from Aegean Sea)
4. Dardanelles (from Black Sea)
5. Gulf of Bothnia to get to Saint Petersburg, then the fortress there gets pass-through fire. Pass-through fire is resolved by making one attack (rolling twice) against the ships. The enemy’s movement is temporarily halted to conduct this fire. In the Dardanelles, the defender gets to use both forts. This fire is done each time the area is entered and there need not be an infantry, cavalry, or storm troop present with the fort. Note that submarines are not affected by pass-through fire.
If a coastal fort is invaded by sea, or if a naval battle is being fought in the zone next to the fortress, then the fort may participate in the combat and fire twice each round.
A fortress that was damaged is repaired during phase 6 of the owners turn in which it was not the subject of an attack by five or more land units.
Infantry: Attack at 1, Defend at 2, Move 1, Cost 1.5
Infantry move 1 and are better on defense than offense. They may entrench if they did not move during their turn. While entrenched they will have a strike first advantage. Entrenched troops are represented with a machine gun. As long as the unit does not move it remains entrenched. It loses this ability if it moves.
Land combat sequence:
This, like naval combat, must be performed step-by-step.
Part A – Note: Planes are only hitting other planes
- Air combat takes place and the survivor gains air superiority. These extra planes may boost land units in the first round by aerial spotting. Either side may retreat all their planes after any round, first the attacker and then the defender.
- Once the sky is cleared of enemy planes, plane hits can go against land units (and vice versa).
Part B – Note: After each step the loses are removed
- The attacker conducts gas attacks (defender can adjust the damage if they have “gas mask” technology). The defender can reply if they have “gas shells” technology.
- If the attacker has artillery (including rail guns that are in an adjacent space) or aircraft he can fire them preemptively. These units may be boosted by planes using aerial spotting.
- If the defender has any artillery (including rail guns that are in an adjacent space) or aircraft he may fire them preemptively. These units may be boosted by planes using aerial spotting.
- Attacking Storm Troops attack preemptively.
- Defending entrenched troops fire preemptively.
- The attacker and defender then fire with all their remaining units including air units.
- The attacker has the option to retreat. He may retreat all units back to his territory or he may remain in the space and contest it with all. If the attacker does not retreat then the defender may retreat to friendly or allied territory. If not then proceed with step 3.