Ok so lets continue…
Multinational attacks:
Allies are allowed to attack the same zone, but are forbidden to attack together (exception: until offensive coordination technology is developed for the Entente); each nation must attack separately. In order for a new nationality to attack, the first must have called off their assault either by having been destroyed, retreating, or contesting. The next ally is then allowed to launch their assault. You may always pick the order in which allies attack in each zone.
So as part of the technology tree, eventually England, France and USA ( which move together ) can attack together.
Naval combat sequence:
A. Sea Mines should be resolved first during the combat movement phase. Fleets moving into a zone with a sea mine roll for damage inflicted by mine detonation and remove losses immediately, and then they may continue their movement.
B. Naval battles are now fought in the order chosen by the attacker.
All naval combats are done in steps with each step being completed before moving on to the next one. During a step, units which fire preemptively will do their damage and loses are taken immediately, which may possibly prevent a piece from retaliating.
1. Attacking subs that can conduct first-strikes may shoot preemptively.
2. Defending subs that can conduct first-strikes may shoot preemptively, or submerge.
3. The attacker and defender fire all other remaining ships and air units. During this phase:
• Defender places its wounds first on their units, then the attacker, and then the defender decides where they want their Called Shots” placed and finally the attacker places their “Called Shots”.
4. The attacker has the option to retreat. When retreating, all units withdraw to a sea zone or port that the attack came from, or they may contest in the same sea zone. If the attacker does not retreat then the defender may. If not then proceed again with step 1-4. If the defender is eliminated or retreats then transports may begin naval invasions.
• Destroyers, and sub hunters may attack submerged submarines, but need a 1 to hit and only have the first round of combat to do this and they may not attack other units this sequence.
Airship and Transport rule:
During naval battles or fortress fire neither side is allowed to take loses on airships or transports if they still has other combat ships available. (Except called shots)
Bombardment:
Rail guns may bombard adjacent land territories.
Bombardment fire is done before the land combat sequence of a turn. Rail guns that bombard may not participate in land combat battles. Each Rail Gun bombarding gets single shot into an adjacent enemy space that hits on a 3.
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 Dreadnaughts 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.
Strategic bombing raids:
Bombers and Zeppelins can also be used to bomb enemy territories that contain a factory and attempt to reduce a player’s economic income. Bombers must have “Heavy Bomber” technology to do this.
Each territory they fly into before their attack allows any enemy fighters within that space to intercept them immediately (this includes the territory being attacked) and one round of combat takes place before continuing the strategic bombing run. These fighters can still be used for air combat during the combat phase. The raiders may bring along supporting escort fighters. All aircraft used for this purpose must have enough movement points left over to return to a friendly territory (no interception is allowed on the return). Zeppelins only need to reach a friendly area (territory or sea zone) or a neutral sea zone.
Zeppelins must choose high or low altitude bombing at the beginning of their move. If they choose high altitude they may not be intercepted by enemy fighters.
In each case the surviving Bomber rolls one D2 = amount of money lost. Zeppelins roll a D3 = amount of money lost for low altitude bombing, a D2 for high altitude bombing. This money is to be reduced during the players income collection phase. The total loses from any territory cannot exceed the value of the territory.
OK so D2 means 1-3 lose 1, 4-6 lose 2, D3 means 1-2 lose 1, 3-4 lose 2, 5-6 lose 3. Unlike in world war two the damage is somewhat limited. Mostly the “cost” represents population morale changes in seeing 700 foot “things” in the air dropping bombs for the first time in History.
Contesting:
At sea
Fleets may coexist in a sea zone. Ships in this case are separated from one another in the zone. They may bring reinforcements in from a nearby zone, and like land units, may not move from one contested sea zone to another contested sea zone or directly into an enemy occupied sea zone. Submerged subs can not contest a sea zone but they may move from one contested sea zone to another sea zone even if contested or enemy occupied.
On land
At the end of a round of combat, the attacker has the option of remaining in the territory and contesting it instead continuing of the attack or retreating. This will also stop the enemy from retreating from the territory. Contesting is represented by placing a no-man’s-land counter between the two forces. Contesting is forbidden during amphibious landings on the first two rounds of combat. (Attacking air units return to a base within their remaining movement at the end of combat.)
In a situation with multiple attacking nationalities, if an attacker chooses to contest, then the next allied force must attack as normal. While a territory is contested, each side may bring in reinforcements from the outside during their movement phases. Units are not allowed to move out of the territory to another enemy or contested territory without first moving back through a friendly territory, i.e. units with a movement of two can use one movement point to move to a rear “friendly” space and then move into another combat situation or reinforce with the second movement point. Railroads do not function in a contested area.
When contested, a territory remains friendly to the original start of player turn owner. However, the value of the territory is halved (rounded down) for both economic worth and production and only they may collect income or build there.
**Retreats: **
The defender must retreat to a friendly owned territory first. If one is unavailable then it may retreat to a friendly allied territory (exception: see Russia rule). Retreats by a defender must obey the following:
- If an attack must still be resolved in the space the player wishes to retreat to, then the retreat is not allowed there.
- If a space’s combat was resolved, and the attacker was destroyed or retreated, then the retreat is allowed.
- If they cannot do any of these then they may not retreat and must fight to the bitter end.
All attacking land (except rail guns that are supporting) units must retreat back to only one of the areas that their attack came, if for some reason they can not, they are destroyed. Attacking Air units are exempt; they can fly back to a friendly territory with their remaining movement.
Retreats are forbidden for amphibious landings, but units may contest after the 2nd round of combat.
Naval Evacuations:
If a land battles result in a territory being captured that includes a port that has an enemy fleet in it then the fleet gets to perform an automatic Naval Evacuation. The fleet is forced out to an adjacent sea zone of their choice. If the sea zone is occupied by enemy ships then a naval battle is fought immediately with the evacuating fleet becoming the attacker.