I was wondering if anyone has alternate set ups using the 2nd 1942 board.
Like a 1940, 41, 43, ect…. Thanks.
I have the global 1939 map and I dont really like the 1940 global map so I was looking for alternate sey ups usuing the 1942 board.
SOVIET UNION: (Russia must be at war with European Axis Powers)
THE SPREAD OF COMMUNISM:
3 IPCs (Per territory) - Russia controls an originally controlled Axis territory and/or an Axis friendly neutral territory
NATIONAL PRESTIEGE:
5 IPCs - There are no Allied units on any originally controlled Russian territory
U.K LEND-LEASE ACT:
1 Light Artillery and 1 Mechanized Infantry (in Archangel) - There are no Axis warships in sea zone A-6, and the Allies control both Archangel and London
U.S LEND-LEASE ACT (America must be at war with Axis Powers)
1 Light Artillery and 1 Mechanized Infantry (in Soviet Far East) - There are no Axis warships in sea zones P-3 and P-4, and the Allies control both the Soviet Far East and Alaska
BERLIN:
12 IPCs - An Allied power controls Germany
UNITED STATES: (America must be at war with the Axis Powers)
NATIONAL SOVEREIGNTY:
5 IPCs - America controls Eastern United States, Central United States, and Western United States
CENTRAL AMERICA:
3 IPCs - America controls Mexico, Central America, and the West Indies
STRATEGIC HOMELAND PERIMETER:
3 IPCs - America controls Alaska, Aleutian Islands, Hawaii Islands, Johnston Island, and Line Islands
AMERICAN WAR ECONOMY:
3 IPCs - America is at war with the Axis powers
STRATEGIC ISLAND ADVANCE:
1 IPC (per land unit / up to 3 per Island) - America has land units on the following Islands:
Iwo Jima, Bonin Island, Guam, Marianas, Marshal Islands, Wake Island, and Midway Island
PHILIPPINES:
3 IPCs - American controls the Philippines
OUTER ISLAND PERIMETER:
3 IPCs - America controls Okinawa, Formosa, and Hainan
OPERATION TORCH:
3 IPCs - The Allies control Morocco, Algeria, Tunisia, and Libya
TOKYO:
12 IPCs - An Allied power controls Japan
OPERATION OVERLORD:
5 IPCs - America has at least 1 land unit in Normandy
FRENCH LIBERATION:
5 IPCs - America has at least 1 land unit in France (Paris)
ITALIAN LIBERATION:
5 IPCs - America has at least 1 land unit in Southern Italy (Rome)
ITALIAN CAPITULATION:
5 IPCs - America has at least 1 land unit in Northern Italy while Southern Italy (Rome) is Allied controlled
UNITED KINGDOM-EUROPE:
THE BRITISH EMPIRE:
5 IPCs - The United Kingdom Europe controls all of their original territories
OPERATION ULTRA - NORTH ATLANTIC:
2 IPCs - There are no Axis warships from sea zones A-1 to A-13
OPERATION ULTRA - ATLANTIC:
2 IPCs - There are no Axis warships from sea zones A-15 to A-27
OPERATION ULTRA - MEDITERRANEAN:
2 IPCs - There are no Axis warships from sea zones M-1 to M-8
OPERATION HUSKEY:
5 IPCs - The Allies control 4 of the following territories: Corsica, Sardinia, Sicily, Malta, Crete, and/or Cyprus
THE GATEWAY:
3 IPCs - There are no Axis controlled territories on the continent of Africa
DEFENSE OF VITAL RESOURCES: (Russia is at war with the European Axis Powers) 3 IPCs - The Allies control all of the following territories: Iraq, Persia, Northwest Persia, Eastern Persia, Caucasus, and Georgia
OPERATION OVERLORD:
5 IPCs - The United Kingdom has at least 1 land unit in Normandy
FRENCH LIBERATION:
5 IPCs - The United Kingdom has at least 1 land unit in France (Paris)
ITALIAN LIBERATION:
5 IPCs - The United Kingdom has at least 1 land unit in Southern Italy (Rome)
ITALIAN CAPITULATION:
5 IPCs - The United Kingdom has at least 1 land unit in Northern Italy while Southern Italy (Rome) is Allied controlled
UNITED KINGDOM-PACIFIC: (UK Pacific must be at war with Japan)
SOUTH PACIFIC RESOURCES:
5 IPCs - The Allies control Kwangtung, Borneo, and Malaya
THE BURMA ROAD:
3 IPCs - The Burma road is open
SEAC:
3 IPCs - The Allies control India, and West India
DEFENSE OF VITAL RESOURCES: (Russia must be at war with European Axis Powers) 3 IPCs - The Allies control all of the following territories: Iraq, Persia, Northwest Persia, Eastern Persia, Caucasus, and Georgia
**ITALY
MARE NOSTROM:
5 IPCs - There are no Allied surface warships in the Mediterranean
NORTH AFRICA:
5 IPCs - The Axis control Morocco, Alexandria and all territories in between
THE ROMAN EMPIRE:
5 IPCs - The Axis control at least 3 of the following territories: Gibraltar, S.France, Greece, and Egypt
THE MEDITERRANEAN:
5 IPCs - The Axis control 4 of the following territories: Corsica, Sardinia, Sicily, Malta, Crete, and/or Cyprus
IRAQ:
2 IPCs - Italy controls Iraq
PERSIA:
2 IPCs - Italy controls Persia
NORTHWEST PERSIA:
2 IPCs - Italy controls Northwest Persia
EASTERN PERSIA:
2 IPCs - Italy controls Eastern Persia
THE GATEWAY:
2 IPCs - An Axis power controls Egypt
GEORGIA:
2 IPCs - Italy controls Georgia
THE BALKANS:
3 IPCs - The Axis powers control all of the following territories:
Romania, Yugoslavia, Bulgaria, Albania, Greece, Crete, and Cyprus
ARGENTINA:
3 IPCs - The Axis powers control Argentina**
CHINA:
THE BURMA ROAD:
1 Light Artillery and 1 Mechanized Infantry - The Burma road is open
COMMONWEALTH-CANADA:
CONVOY PATROL - NORTH ATLANTIC:
2 IPC - The Commonwealth has at least 1 surface warship within sea zones A-9 to A-12
CONVOY PATROL - ATLANTIC:
2 IPC - The Commonwealth has at least 1 surface warship within sea zones A-15 to A-19
OPERATION OVERLORD:
5 IPCs - The Commonwealth has at least 1 land unit in Normandy
FRENCH LIBERATION:
5 IPCs - The Commonwealth has at least 1 land unit in France (Paris)
ITALIAN LIBERATION:
5 IPCs - The Commonwealth has at least 1 land unit in Southern Italy (Rome)
ITALIAN CAPITULATION:
5 IPCs - The Commonwealth has at least 1 land unit in Northern Italy while Southern Italy (Rome) is Allied controlled
COMMONWEALTH-ANZAC:
NATIONAL SOVEREIGNTY: (ANZAC must be at war with Japan)
3 IPCs - ANZAC controls all their original territories
OUTER DEFENSE PERIMETER: (ANZAC must be at war with Japan)
3 IPCs - The Allies (not including Dutch) control the following territories: New Guinea, Dutch New Guinea, New Britain, and the Solomon Islands
AFRICAN EXPANSIONARY FORCE:
3 IPCs - The Allies control Egypt
SOUTH PACIFIC RESOURCES: (ANZAC must be at war with Japan)
3 IPCs - The Allies control Kwangtung, Borneo, and Malaya
ITALIAN LIBERATION:
3 IPCs - The Commonwealth has at least 1 land unit in Southern Italy (Rome)
FRANCE:
VICTORY:
20 IPCs (worth of land units) - To be placed on Paris immediately once Paris has been liberated.
ORDER OF PLAY
Deluxe Edition is recommended for 4+ players
TURN BLOCK #1
Germany / Japan Germany and Japan conduct turns at the same time
Germany and Japan conduct their turns simultaneously, however, they may not attack the same hostile sea zone or territory together in conjunction
TURN BLOCK #2
Soviet Union / United States Russia and the United States conduct turns at the same time
America and Russia conduct their turns simultaneously, however, they may not attack the same hostile sea zone or territory together in conjunction
TURN BLOCK #3
UK Europe / UK Pacific
All United Kingdom tan units will conduct their turn at the same time
UK Europe and UK Pacific conduct their turns simultaneously, therefore, they may attack the same hostile sea zone or territory together in conjunction
TURN BLOCK #4
Italy / China
Italy and China conduct turns at the same time
Italy and China conduct their turns simultaneously, however, during circumstances where they could meet, China will go first
TURN BLOCK #5
Commonwealth Canada / Commonwealth ANZAC
All Commonwealth gray units will conduct their turn at the same time
CW Canada and CW ANZAC conduct their turns simultaneously, therefore, they may attack the same hostile sea zone or territory together in conjunction
TURN BLOCK #6
France / Special Missions
France conducts their turn first, and than all nations participate in the Strategic Missions Phase
Special Circumstances: _- UK Europe and UK Pacific will conduct their turn the same as G40 OOB
EACH TURN SEQUENCE
#1. REMOVE ASSIGNMENT MARKERS / CONSTRUCTION MARKERS
#2. REPAIR DAMAGED FACILITIES / ASSIGN AIR MISSIONS
#3. PURCHASE NEW UNITS
#4. COMBAT MOVEMENT
#5. DEPLOY DEFENDING AIR UNITS
#6. RESOLVE COMBAT
#7. NON-COMBAT MOVEMENT
#8. REPAIR DAMAGED SHIPS / ASSIGN SEA MISSIONS
#9. PLACE NEW UNITS
#10. COLLECT INCOME
OPTIONAL RULE:
NO MERCY
At the start of the game, determine if all players agree to use the following rule for faster game play…
- All 8s rolled during combat for both attacker and defender are classified as hits.
THE STRATEGIC MISSIONS PHASE
1. Resolve Special Situations
2. Conduct Vichy France
3. Conduct Bombing Raids
4. Conduct Shore Bombardments
5. Conduct Convoy Raids
6. Conduct Partisan Raids
7. Conduct Kamikaze Raids
8. Reassign Transport Units
9. Resolve Coastal Defences
10. Apply National Advantages
#1. SPECIAL SITUATIONS
1. VICTORY CONDITION
2. AMERICAN ASSISTANCE - For each Special Missions phase in which the United States remains neutral, a free Canadian fighter will be placed in Ottawa
3. OPERATION DYNAMO
4. SPANISH NEGOTIATIONS AT HENDAYE
5. RUSSIAN WINTER
6. RUSSIAN ENGINEER TOKENS
7. CONSCRIPTS AND VOLUNTEERS
8. OIL TANKERS ARRIVE
9. SCORCHED EARTH
#2. VICHY FRANCE
1. Japan
2. United Kingdom
3. Italy
4. Free French
5. Germany
1. JAPAN
Japan may choose to attempt a roll @3 and claim the French Indo-China Vichy infantry and territory.
2. UNITED KINGDOM
UK may attempt to destroy all Vichy sea units on the board by rolling 1 die @3 per sea zone in the following order… A-24, M-1, and 1-12. A successful roll for any sea zone will immediately destroy the Vichy ships there in.
3. ITALY
Italy may attempt to control certain Vichy units and territories by rolling 1 die @1 per territory in the following order… Corsica, Morocco, Algeria, Tunisia, and Syria.
4. FREE FRANCE
Free French may attempt to control Vichy units and territories by rolling 1 die @1 per territory and sea zone in the following order… A-24, M-1, & I-12, Corsica, Morocco, Algeria, Tunisia, FWA, FCA, Syria, Madagascar, FIC.
5. GERMANY
Germany may attempt to control Vichy units and territories by rolling 1 die @3 per territory and sea zone in the following order… A-24, M-1, & I-12, Corsica, Morocco, Algeria, Tunisia, FWA, FCA, Syria, Madagascar.
Resolving the fate of Vichy Southern France: During the 3rd Special Missions phase after the resolve Vichy rolls, the following formula will be used to determine Southern France’s fate.
Determine who had turned the most Vichy Territories to their side
-If the Axis turned the most Vichy Territories to their side, then all units within Southern France (except the minor factory and the naval base) come off the board leaving the territory empty.
-If Free French turned the most Vichy Territories to their side (including all Vichy territories not turned by the Axis at this point), then all units within Southern France become Free French
Attacking Vichy territories and/or units:
#3. CONVOY RAIDS
Look for any single warship in any Convoy zone, if there is an adjacent territory controlled by a nation at war with that warship, the nation controlling the territory must surrender 3 IPC’s to the bank. Multiple warships in any given convoy zone does not increase this 3 IPC limit, however, If multiple enemy nations own territories adjacent to one convoy zone being raided, they must all surrender 3 IPCs to the bank. Also, If Nova Scotia and London are Allied controlled, Axis warship occupation of an “open sea” Atlantic convoy zone will raid UK Europe for 6 IPCs each.
#4. COASTAL DEFENSES
Look for large naval fleets with 3 or more sea units (not including transports) in sea zones adjacent to operational enemy bunkers. Resolve coastal defense systems targeting those fleets by rolling 3@1 for a minor bunker, and 6 @1 for a major bunker. Each one rolled immediately destroys or damages that many ships. A bunker on a territory adjacent to multiple sea zones may only target 1 fleet per missions phase (the nation controlling the bunker chooses the fleet they wish to target). Also, only nations at war may resolve coastal defenses (Russia must be at war with a European Axis power)
#5. BOMBING RAIDS
Determine Initiative: A player from each side must roll an 8 sided dice, the side with the highest result chooses which side will conduct all their bombing raids first. Once completed… the remaining side will then conduct all their bombing raids.
Super Fortress Bombers, Strategic Bombers and Tactical Bombers may be used to conduct strategic bombing campaigns to damage enemy facilities of their choice by deploying designated aircraft to enemy territories with eligible facilities. Any aircraft that were designated for future missions and have remained designated leading into the strategic missions phase may participate in bombing raids. Also, fighters that are grounded on territories being bombed do not need to be designated in order to intercept. However, just because air units were designated to perform raids does not mean they must do so… a nation may pass and stand down from any mission assignment.
Designated fighters may be used only once during a strategic missions phase as either an interceptor or an escort by using dog fight values for 1 combat round. Escort fighters must be assigned to bombing air formations before interceptors are deployed. Any strategic bomber, or tactical bomber that survives both the dog fight round, and the built in AA Gun barrage will apply damage to eligible facilities of their choice using the following chart.
Super Fortress Bombers: May bomb any facility to apply an automatic 6 points of damage
Strategic Bombers: May bomb any facility to apply an automatic 4 points of damage
Tactical Bombers: May bomb any tactical facility or minor factory to apply an automatic 2 points of damage
#6. SHORE BOMBARDMENTS
Determine Initiative: A player from each side must roll an 8 sided dice, the side with the highest result chooses which side will conduct all their shore bombardments first. Once completed… the remaining side will then conduct all their shore bombardments last.
Super Battleships, Battleships, and/or Cruisers that are adjacent to enemy territories may be used to conduct shore bombardment campaigns to damage enemy facilities of their choice. Any designated naval fleet containing the fore mentioned ships and within an eligible sea zone, may participate in shore bombardments. Also, fighters that are stationed on aircraft carriers within the fleet conducting the bombardments do not need to be designated in order to escort the fleet. However, just because a naval fleets are designated to perform bombardments does not mean they must do so… a nation may pass and stand down from any mission assignment.
Designated fighters may be used only once during a strategic missions phase as either an interceptor or an escort by using dog fight values for 1 combat round. Escort fighters must be assigned to bombarding naval fleets before interceptors are deployed. Any bombarding cruiser or battleship may use their air cover values during 1 combat round of dog fighting if engaged by enemy interceptors. Any ships that survive the dog fight round will apply damage to eligible facilities of their choice using the following chart.
Super Battleships: May bombard any adjacent facility to apply an automatic 5 points of damage
Battleships: May bombard any adjacent facility to apply an automatic 4 points of damage
Cruisers: May bombard any adjacent tactical facility to apply an automatic 2 points of damage
#7. KAMIKAZE RAIDS
Look for all kamikaze sea zones occupied by Allied surface warships (must be at war with Japan). Japan may use their kamikaze tokens (up to 3 per kamikaze zone) to damage or destroy surface warships of their choice. Each assigned token will roll @3 or less dealing a hit to ships being raided. However, carrier based aircraft or air units eligible to scramble may attempt to block the raid. During this 1 round air battle in which Allied planes intercept kamikaze pilots, Tactical Bombers hit 1@1, and Fighters hit 1@2 (WW1 planes may not intercept). The Japanese begin the game with 15 kamikaze tokens total, casualties from enemy aircraft are removed by Japan, and kamikaze tokens get zero defense during the 1 round air battle.
#8. PARTISAN RAIDS
Look for all originally controlled Allied territories now occupied by the Axis with at least one facility on it (not including Islands). The Allies may use their partisan tokens (up to 3 per occupied territory) to damage one or more facilities of their choice. Each assigned token will roll @3 or less dealing 3 points of damage for each successful token on their targeted facility. However, facilities under attack may use their built in security to roll 1@1 in order to block the raid, and elite infantry stationed within the territory will each receive a 1@2 to avoid sabotage. The Allies begin the game with 15 partisan tokens total, casualties from elite infantry are removed by the Allies, and partisan tokens get zero defense during all block attempts. Also, only nations at war may use partisan tokens (Russia must be at war with a European Axis power)
#9. TRANSPORT RE-ASSIGNMENT
Any number of air or sea transport units (including none), may be reassigned to a friendly nation during any special missions turn. Upon approval from the nation that currently controls them, transport units may be swapped out and controlled by the friendly nation of their choice. However, only sea transports adjacent to a friendly naval base, and air transports landed on a friendly air base may be reassigned during the special missions phase. Also, only nations at war may participate in reassigning sea transports (Russia must be at war with a European Axis power)
#10. NATIONAL ADVANTAGES
NATIONAL ADVANTAGES
Round 0 - Start Game
Axis - Super Battleships
Round 1 - 1940 Winter/Spring
Allies - Radar Tower
Round 2 - 1940 Summer/Fall
Allies - Enigma Decoded
Round 3 - 1941 Winter/Spring
Allies - American War Effort - America no longer requires the build queue when purchasing units*, they may pay for units in full and immediately place them on the board in the same turn they were purchased.
Round 4 - 1941 Summer/Fall
Allies - Russian Rocket Artillery
Round 5 - 1942 Winter/Spring
Axis - German Tiger Tanks
Round 6 - 1942 Summer/Fall
Axis - The Tokyo Express
Round 7 - 1943 Winter/Spring
Allies - USA Essex Class Aircraft Carrier
Round 8 - 1943 Summer/Fall
Axis - German Jet Fighters
Round 9 - 1944 Winter/Spring
Allies - USA Super fortress
Round 10 - 1944 Summer/Fall
Axis - Banzai Attack
Round 11 - 1945 Winter/Spring
Allies - Diplomatic Alliance
_- All remaining strict neutral territories and their standing armies immediately become Allied controlled
Round 12 - 1945 Summer/Fall
Allies - The Atom Bomb
- The Allies have developed neucular technology, the war is over… the Allies are victorious
MAP RULES & CLARIFICATIONS
THE GIBRALTAR PENINSULA:
Gibraltar is divided into two sides, the Western Peninsula, and the Eastern Peninsula. A single nation, or two friendly nations must control both sides in order to operate the tactical facilities, to repair damage on those facilities, to move through the strait, and to collect for the territorial income value.
If the same nation controls both Peninsulas at the same time, then that nation controls both tactical facilities, they may repair damage on either facility, and they will claim all of Gibraltar’s territorial income value.
If two friendly nations control one Peninsula each at the same time, then the tactical facilities are operational, either nation may repair damage on either facility, and the territorial income value is divided between them 1 IPC each.
If two hostile nations control one Peninsula each at the same time, then the tactical facilities become inoperable, neither nation may repair damage on either facility, movement through the strait is forbidden, and the territorial income value is in limbo.
Any nation may bomb any facility on Gibraltar if at least one Peninsula is controlled by an enemy nation
Submarines are the only unit that may pass through the strait regardless of who controls the Peninsulas.
Ground Combat Sequence:
Tactical Missions Phase:
1. In Bound Aircraft:
2. Dog Fight Phase:
3. Antiaircraft Barrage:
4. First Strike Phase:
5. Carpet Bombing:
General Combat Phase:
1. Attacker Fires:
2. Casualties Declared:
3. Defender Fires:
4. Casualties Removed:
Clarifications & Explanations:
Defenders must declare their casualties immediately after attack rolls and before defence rolls each combat round
AA Artillery provide support to defending aircraft even if there are no attacking enemy air units present
Defending air transports may be used as casualties to absorb enemy hits at a rate of 1:3
Naval Combat Sequence:
Tactical Missions Phase:
All rules involving Submarines, Destroyers, and Aircraft are the same as 1940 Global with the following exceptions:
1. In Bound Aircraft:
2. Dog Fight:
3. First Strike:
4. Subs Submerge:
5. Depth Charge Attack:
6. Carpet Bombing:
General Combat Phase:
1. Attacker Fires:
2. Casualties Declared:
3. Defender Fires:
4. Casualties Removed:
Clarifications & Explanations:
_- Defenders must declare their casualties immediately after attack rolls and before defence rolls each combat round
Saved
Saved
DESIGNATING AIRCRAFT:
When can I designate my air units?
What can my designated air units do?
During phase #4 of an enemy’s turn sequence, your designated air units can be deployed to help defend a friendly territory or sea zone that you or an ally controls. Simply remove the designation markers and use the unit’s movement range to defend and then legally land.
A designated air unit may also play a role during the special missions phase whether bombing, escorting, and/or intercepting. You could decide to use your designated fighters as either escorts or interceptors depending on the situation and the initiative roll. You could also use your designated Tactical and/or strategic bombers to damage enemy facilities.
What are “in bound” aircraft?
When are designated aircraft not considered in bound?
When can a non-designated air unit be used in future missions?
Up to 3 eligible air units may scramble from an operational air base into an adjacent sea zone to help defend during an attack, these air units are considered in bound but they are not required to be designated.
Up to 3 eligible air units may scramble from an operational air base into an adjacent sea zone to help defend against a shore bombardment during the strategic missions phase, these air units are considered in bound but they are not required to be designated.
As many fighters as you wish (including none) may intercept a bombing raid bombing facilities within the territory they were stationed during the strategic missions phase. These fighters are not considered in bound, and they are not required to be designated.
When are air units required to be designated?
Eligible in bound air units defending a sea zone or territory (not scrambling from an operational air base into an adjacent sea zone) must be designated.
Eligible In bound bombers conducting bombing raids on enemy facilities during the strategic missions phase must be designated.
In bound fighters providing escort cover for bombers on bombing raids or for ships that are bombarding during the strategic missions phase, must be designated.
In bound fighters intercepting enemy bombing raids or shore bombardments during the strategic missions phase, must be designated.
When can I remove the assignment markers from my designated air units?
Designated air units must remain designated until they have been used during a future mission that required them to be designated, or during stage #3 of a turn sequence when they must be removed.
Designated air units used during future missions which did not require them to be designated, are not required to remove their assignment marker.
How many in bound and/or designated air units can I use?
You may defend a sea zone and/or territory with up to (but no more than) 3 in bound air units.
There is no limit to the amount of designated bombers that can conduct bombing raids into a territory, however, that territory must contain at least one facility.
There is no limit to the amount of designated escort fighters that can protect bombing raids or shore bombarments.
There is no limit to the amount of designated fighters that can intercept bombing raids, or shore bombardments.
There is no limit to the amount of intercepting fighters stationed within a territory getting bombed, which can intercept a bombing raid without being designated.
FACILITIES & CONSTRUCTION MARKERS
RULE EXPLANATIONS & GLOSSARY OF TERMS
IMPASSABLE REGIONS
PRODUCTION RESTRICTIONS
FIRST STRIKE CAPABILITIES
DOG FIGHTING
SUPERIORITY BONUSES
SUPPORT BONUSES
BLOCKING ENEMY MOVEMENT
CAPACITY LOADS
THE BUILD QUEUE
RELIEVING AND DESIGNATING AIR UNITS
During step #3 of your turn sequence, you may remove designation markers remaining under any air unit including none. Once an air unit has been relieved from past missions, they may be used during combat or non-combat movement for the remainder of your turn.
During step #4 of your turn sequence, you may apply designation markers under any air unit including none. Once an air unit have been designated for future missions, they may not move or be used for the remainder of your turn.
Designated aircraft may be used in the following ways…
(Important: designated and scrambling aircraft are both considered “in bound air units” during any given turn sequence, and there may never be more than 3 “in bound air units” defending a particular sea zone or territory)
OBSOLETE UNITS
**3G40 DELUXE EDITION: FAQ
Q: Can fighters designated for escorting/intercepting scramble in defense?
A: Yes they can scramble, and any surviving aircraft would remain designated for the strategic missions phase.
Q: What happens to the unit that is not sufficient to block enemy forces? A: Units not strong enough to block enemy movement on their own may be ignored or attacked in the same way a lone sea transport in G40 could be.
Q: Can I use the same battleship I used to shore bombard during an amphibious assault to also bombard an adjacent enemy territory in the Strategic Missions Phase? A: Yes, designating a fleet to conduct shore bombardments in the upcoming Strategic Missions Phase happens after all movement and combat toward the end of your turn.
Q: Can I submerge my submarine at the beginning of any combat round? A: No, there are only two legal opportunities to submerge a submarine, first is during the submerge phase in the tactical missions sequence of naval combat. Second is during the general combat phase at the beginning of any combat round in which the submarine is not eligible to hit the remaining enemy units
Q: What can my attacking strategic bombers do after they carpet bomb?
A: They may be used as a casualty, or they may retreat along with all other attacking units.**
Simply gorgeous map!
Playing this game as I Type.
4.5 hrs 1st turn.
You have way overcomplicated this by way way too much.
Naval and air designating is retarded.
Capacity points for IC’s is another no go. There are better ways to counter ijn tank rush.
The odds of Germany obtaining french stuff is to great.
If convoys are not part of a countries income, then how are they capable of removing $ from the same country that gains nothing for owning it?
There are 2 many convoy zones on map imho.
Uboats getting 2 sneak shots reguardless of dd present is broken and to strong imho.
Canada and UK or Australia and India should be teamed together, not the current way.
A cheat sheet for unit stats and costs is desperately needed.
Infantry are to weak!!!