1.
Yes, turn orders are sequential.
U.S.S.R does their 6 steps, then Germany, then Japan, U.K, U.S.A
1.1
yes, strategic bombing raids are instant. You only do 1 round of dice rolling. HOWEVER
If you are playing with the optimal -interceptor- rules, then a player may choose to bring fighters along. These fighters will protect the bombers, but will not participate in strategic bombing. These fighters also retreat before any AA fire from Industrial complexes.
Instead, these fighters will protect the bombers if the player that’s getting strategically bombed has fighters in the same territory. These fighters (by defenders choice) can intercept the attacking bombers/fighters.
Now you may roll for every bomber and fighter that’s attacking, every 1 IMMEDIATELY kills off a defending fighter.
Now all defending fighters roll, these fighters defend at a 2.
afterwards, all attacking fighters break off and are considered to have retreated and may me moved again during the non-combat phase.
Then regular strategic bombing. I will give you an example of this if you are still unsure.
1.2
Yes, players roll dice over and over until one player has been completely destroyed OR when the attacker decides to retreat.
1.3
For the next part i assume your talking about step amphibious assaults, if enemy warships are present in the sea zone from which you are un-loading troops from, then your battleships and cruisers may not participate in shore bombardment.
If there was no sea battle, battleships and cruisers may do shore bombardment. Where they get to participate for 1 round of attacking only.
So yes, the sea zone combat must resolve before you can place your troops onto the land and conduct combat.
No, Industrial complexes only. The AAA guns may only roll during general combat/amphibious assaults when enemy aircraft is present.
3. yes, i believe you can also ignore subs as well if you have warships present as well.
For simplicity, an example.
the U.S.S.R chooses to conduct battle with Germany in West Russia with 6 Infantry, 1 Artillery, and 2 Tanks vs Germany’s 2 Infantry, 1 Artillery and 1 tank.
Now, as the U.S.S.R you move the attacking zone of the battlestrip towards you, and the Defending part towards Germany. As both players, you line up your units where the strip tells you to.
So for the U.S.S.Rs side, you would place all the Infantry on a 1, because that’s were it tells you to. HOWEVER, because an artillery piece is present on Russia’s side, the Russian player can move 1 Infantry piece to the 2 or less (due to the Artillery’s special support ability).
Russia also places his tanks on the 3 or less.
Then Germany places his defending Infantry AND artillery on the 2 or less, And his Tank on the three.
Now for battle, each player rolls for every unit in each little section. So since Russia has 5 units in the 1 section, so Russia gets to roll 5 dice. Every 1 Russia rolled is a hit, remember that number. Now roll for your units in the 2 or less section, every 2 OR LESS scores another hit. Now for the 3s, every 3, 2 or 1 gets Russia another hit.
Lets say Russia scored 2 hits. Now the German player must choose 2 of his units to place on the casualty zone. Now Germany gets to roll for ALL of his units (including those on the casualty zone). Lets say Germany gets 2 hits as well.
Now Russia must choose to remove 2 units of his own. Once both players have chosen which units are to be casualties, they remove them from the battlestrip, never to participate in combat again.
Thats the jist of it, hope that helps.