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    That said, since there is not prohibition against combat phase at peace, the point is moot. I would consider it that you go through all the phases, but there is just no combat to be done. Not that it doesn’t happen.

    I guess to me there needs to be an eligible combat move to make to enact any combat move scenarios. I.E. you’re at peace, there’s nothing to combat move into, therefore you can’t use the combat movement phase to destroy facilities. That’s probably a semantics point though, but it seems a bit gamey to me to try that while at peace!

    As for the “own” I was thinking about the possibility of dropping an airborne or something in a enmey factory or airbase or such, and then torching it. For instance if Germany forgets to put something in Western german and there is an airborne in Leningrad… bye bye major factory.

    That exact situation is why I’ve always assumed it’s originally owned/Home Country facilities! I think a lot of people might “game” the rule a bit to do just what you’re saying. Sacrificing a single airborne infantry is well worth the trade for any type of facility you’d destroy! I think you’d start to see a not-so-small amount of suicide type attacks just to take out enemy facilities. But if that’s the rule then that’s the rule haha. I myself will probably house rule to say it’s only Home Country facilities!


  • Just another possible interpretation because this rule is so succinct, but :

    The Rules for “Combat Movement Phase” begin by explaining the declarations of war (8.1). If you are not at war, you cannot combat move and cannot later “Combat Phase”. So I would say that you cannot use Schorched Earth while at peace.

    The mention of “its own facilites” suggests to me that we are talking about facilites in USSR original territories. Anything outside the USSR is captured territory/facilities and not the USSR’s own facilities.

    Something just does not feel right about parachuting into an empty enemy territory and removing a facility at the end of your Combat Phase, especially since only the USSR could do this.

    I really think this special ability was designed only for use in the USSR, just as it was in the real Second World War when you are forced to retreat and abandon territory to the invading forces.

    Maybe another subject for the FAQ.


  • @noneshallpass FAQ:
    Q: Is the Soviet player able to use “Scorched Earth” special ability while at peace?

    A: Yes

    I’ll see if anything else comes up. It looked like Morten was editing while I was there.


  • @trig
    Another update:

    "Q1: Is the Soviet player able to use “Scorched Earth” special ability without being at war with a Major Power?
    Q2: Is the Soviet player able to use “Scorched Earth” special ability outside his Home Country?

    A1: Yes
    A2: Yes. Land zone must have been in the Soviet players Possession since the beginning of the turn.

    Q: What are “facilities” ?

    A: All man-made structures. See 1.4: “Land zones may have various man-made structures in them referred to henceforth as facilities.


  • What is the rule for Russia being able if can, move IC at peace and or war time ?


  • @gen-manstein
    “Once at war with a Major Power, U.S.S.R. may use 1 rail move to move a Minor or Medium Factory and 2 rail moves to move a Major Factory. The factory cannot produce any units/tech the turn it moves. It moves in whatever state of damage it has suffered. It must be in – and remain inside - Soviet Home Country”
    From: https://www.historicalboardgaming.com/assets/images/HBG/GW1936v3/Ref Sheets/USSR v33.pdf
    Please look at the reference sheets next time.


  • This post is deleted!

  • This post is deleted!

  • Ok. My bad. I removed my post.


  • @gen-manstein Fair enough, Gen! I too have removed my post.


  • @noneshallpass I agree with all you said. I think that’s the proper reading of the rules as well. And I agree about the ability to essentially snipe facilities!

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    @trig said in Scorched Earth:

    @gen-manstein
    “Once at war with a Major Power, U.S.S.R. may use 1 rail move to move a Minor or Medium Factory and 2 rail moves to move a Major Factory. The factory cannot produce any units/tech the turn it moves. It moves in whatever state of damage it has suffered. It must be in – and remain inside - Soviet Home Country”
    From: https://www.historicalboardgaming.com/assets/images/HBG/GW1936v3/Ref Sheets/USSR v33.pdf
    Please look at the reference sheets next time.

    OK So how do u guys feel about being able to move a damaged factory ? So they basically saying there is still salvage able tooling and some equipment to allow a damaged factory to move ?
    The reason why I ask is all games that I’ve played u cannot move a damaged factory until repaired.


  • @gen-manstein I think that’s how I look at it, yeah. That there’s salvageable stuff, etc. I definitely get what you’re saying about not moving them, but I’m generally okay with the rule. It’s still going to be damages when you move it, so if it’s worth it to you to expend rail movement points to get a damaged factory moved then your call to make.

    I think we’d see a lot of fun with strategic bombing if this wasn’t allowed though. I know I’d make sure to bomb factories as I got close so that they couldn’t be moved if that was the case!

    But I don’t think it ruins gameplay or anything by allowing it to happen.


  • @chris_henry said in Scorched Earth:

    @gen-manstein I think that’s how I look at it, yeah. That there’s salvageable stuff, etc. I definitely get what you’re saying about not moving them, but I’m generally okay with the rule. It’s still going to be damages when you move it, so if it’s worth it to you to expend rail movement points to get a damaged factory moved then your call to make.

    I think we’d see a lot of fun with strategic bombing if this wasn’t allowed though. I know I’d make sure to bomb factories as I got close so that they couldn’t be moved if that was the case!

    But I don’t think it ruins gameplay or anything by allowing it to happen.

    Right. 1 key is to bomb a factory or 2 based on draining some of Russia’s income and delaying the factory moves to urals to help build up the force to hold Stalingrad if Moscow falls.
    Ya plus u still have to repair so
    Much of factory before u could even build.

    Not to get off topic but I may have to change this rule in my game. Have live stream game on Saturday


  • @gen-manstein

    Ya plus u still have to repair so
    Much of factory before u could even build.

    This is why I’m not too concerned about allowing them to be moved. If it’s really worth it to you to move a damaged factory, using your rail movements, and to still have to repair it later? More power to you I suppose.

    But I like your rule/idea/concept of realizing that keeping factories damaged and thus unable to move will weaken Soviet abilities to defend Stalingrad, or another stronghold, later on if Moscow were to fall. It certainly adds a different dynamic to the strategies both sides would take!


  • I’ll probably keep it the same rule. Also based on what u have in game as far as income for Russia and right balance
    Thanks Chris and Trig


  • @gen-manstein I’d love to see your rules sometime if you have them available and don’t mind showing. Sounds like you have quite the game you’ve made!


  • @chris_henry said in Scorched Earth:

    @gen-manstein I’d love to see your rules sometime if you have them available and don’t mind showing. Sounds like you have quite the game you’ve made!

    Pm me your e mail


  • @chris_henry said in Scorched Earth:

    @noneshallpass I agree with all you said. I think that’s the proper reading of the rules as well. And I agree about the ability to essentially snipe facilities!

    Thank you for your support, but the FAQ decided that I did not have everything right. At least the need to have the territory in Soviet possession since the beginning of the turn stops surprise airborne demolition operations…


  • @chris_henry said in Scorched Earth:

    @gen-manstein

    Ya plus u still have to repair so
    Much of factory before u could even build.

    This is why I’m not too concerned about allowing them to be moved. If it’s really worth it to you to move a damaged factory, using your rail movements, and to still have to repair it later? More power to you I suppose.

    But I like your rule/idea/concept of realizing that keeping factories damaged and thus unable to move will weaken Soviet abilities to defend Stalingrad, or another stronghold, later on if Moscow were to fall. It certainly adds a different dynamic to the strategies both sides would take!

    Well keep in mind Hitler did not want the oil fields damaged in Caucasus but if you damage the 3 oil derricks it also lowers Russia’s income but then Germany has to repair them in order to get a Middle East oil bonus point.
    Ok enough. Going off topic

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