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This sentence make no sence to me. What are you saying? The rule should say not passable unless control of Germany by Allies. Denmark was the straight that blocked things.
I meant “passage” instead of “passable”
control of passage is completely determined by friendly control of territory Germany
because its exactly the same as OOB canal rule and I didn’t bother making yet naother rule
just draw in the red control symbol like OOB
People who learn this for the first time need to be explained this in the rules. Everything must be explained fully at least once. Straight and Canal must have a section and be explained.
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Ahh only jet planes (or bombers immune to AA. Also make the German NA for Long range bomber immune to this)
ok no immunity for Superfortress
immunity for Jet fighter and bombers
Amerika Bomber NA is already immune to AA
ok great…
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So that means you cant save money? thats not correct. You can save.
you can save
it says IPC not spent nor saved is forfeited
Explain when somebody is gonna have money that they don’t save? What benefit would it have for them to lose it?
Why say things like this? just leave it out. People think they cant save at all. I got 2 people who see it that way. Rules lawyers read it literally. NONEY THAT YOU DIDNT SPEND YOUR IPC ON OR SAVE IS LOST. Its assumed that all money that you don’t save is lost, SO you don’t need to have this.
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It should mention that so to avoid confusion.
I didn’t feel it would lead to confusion
I felt this is “Combat Move” so you shouldn’t talk about “Non-combat Move”
Then you reference it to page number ( e.g. “for additional information see page x”)
how about I change it to
Units loaded in Combat Move must be offloaded in Combat Move same turn. Besides an amphibious assault you may also offload into friendly territories.
This is the way to do it. Add it.
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Ok where did this 50% thing come from? I don’t remember anything on this. So its saying you cannot bring in more than 1/2 of the currently attacked pieces to reinforce for combat?
at one stage you were against reinforces and I proposed 50%
before the colour version we didn’t have the limit
the 50% rule is independent of whether you are being attacked
this about not all forces are deployed as rapid response force
but we can remove that if you want
OK 50% rule is fine make it rounded down: 5 defending can bring in 2 reinforcements.
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Its even more arbitrary.
why is it arbitrary?
so you attack with 2 tanks + 3 fighters
1 fighter would fight at -2 modifier
I think it good in that it considers the proportions (1-to-1)
not allowing air only attack on land units would be arbitrary
or if you want then forget 1-to-1 make it only apply only when have no land units
The rule should be this: if the attacker brings in more air units than he has land units, all excess air units attack at 1.
forget the -2 thing. thats just another thing people have to commit to memory, its easier to blanket them to only 1.
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When the attacker brings in more air units than he is attacking on land, the defender has the opportunity to retreat BEFORE the start of combat. This would be that hes not really being engaged by anything but a token force, so he can shrug it off and not commit himself to combat. That allows the opportunity for each side to take it or leave it.
this rule would be weird
just because attacker has a lot of air force somehow its lets the defender retreat?
what you are thinking (regarding token attack force) is actually ALREADY in place
if you attack a large defending force of 10 units with a small attacking force of 5 units, much of the large defending force (10 - 5 = 5 units) can relocate via “land reinforcement” and is not committed to fight
remember the reinforcement rule is defender response and is not about reinforcing a particular battle
All these rules needs examples for clarity. check out the previous post. Defender needs to declare his retreat intentions first, followed by attacker. That way you cut all this out… as either player can retreat partially or in full.
But if either side rolls out for combat, they must enter the vacated territory unless they have the extra movement point left over (armor) this is equitable for both sides.
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Yes but its like getting parts of the same rule piecemeal. it should be together explained one time so its easy to locate for clarification.
its not parts of the same rule
conduct combat aspects of the ID unit is mentioned ONLY in “Conduct Combat”
the overall system at the moment is to mention particular aspects in the relevant game phase
When you explain something that it latter referenced again in another part of the rules it must be referenced ( “for further information of ID rules see page x”) The rule applies to ID and they must be linked. They are not separate items because both are dealing with the “ID” unit.
image applying what you said to air units in general
there’ll be lots of cross-referencing required through the book
But the rules regarding air missions and what air units can do must be in the same section. Land, Sea, Air need separate sections covering movement and combat. I don’t want to have to look for 10 different rules for air. of course the exception would be technology for air. But id expect to see:
Air movement
1. land and naval based air
2. Air transport
3. Transport planes
Air combat over land
1. DAS missions
2. CA missions
3. Airborne missions
4. Air inderdiction missions
5. Jet power
6. ID ( just quick note that they roll)
Air combat over sea
1. CAP
2. Aerial Attacks
3. ASW search and combat
Air combat over Industry ( SBR)
1. escorts
2. bombers
3. interceptors
4. ID ( just quick note that they roll)
Then have ID in its own section and write how it works against air in each event.
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I think the rule was If those units have movement points left over ( say armor moved only one) then it can move back.
well attacker retreat is allowed
it doesn’t question whether you have movement points left over
and rolling over unused “Combat Move” movement points into “Non-Combat Move” is exactly what we don’t allow
like our air movement system
This is now solved under defender then attacker retreat declarations.
but the OOB model is not nice
it doesn’t make sense that you suddenly lose the ability to retreat because the enemy was killed
for a tactical level game with very short turns (like one combat cycle or one movement point but not both) than maybe
it has value
if you think its a problem with not being historical, think why and fix it at the relevant place
this model is correct
so don’t destroy it just because the end result isn’t right
the relevant place is probably to do with how many units are needed to capture a territory
it was mentioned in the past but wasn’t implemented
its solved with defender then attacker retreat declarations
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It needs to say at 2 VCP or higher. Otherwise people think you can only build them at 2 VCP. It has to make sense to everybody not just us.
Infantry are mobilised at victory cities. The number of units deployable per turn being the VCP value. Airborne units are mobilised at your capital victory city and requires 2 VCP each.
its not 2 VCP or higher
we are not talking about location, for location you can ONLY build Airborne at your capital
its 2 VCP each
I’ll reword to
Infantry units are mobilised at victory cities. Airborne Infantry units are mobilised at your capital victory city. The number of units deployable is determined by its VCP value. Infantry requires 1 VCP each and Airborne Infantry requires 2 VCP each.
ok this is better
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Please explain this? SPA defends at 2 Tanks defend at 3 thats the only difference in stats.
you are forgetting that it supports infantry like a normal artillery does
so its a better buy for attacking punch
as for selecting casualty on a 1…
how about make it like Tanks hits allocation
ie. make SPA hits are allocated on Infantry and Airborne Infantry last
recall we tried to streamline gameplay and one thing was air units hit going for armored units first and infantry and airborne infantry last, removing air units selecitvely attack even in air superiority
OK so it adds at +1 for infantry attacks… thats a decent deal now. please add that and make it clear.