Nice! thank you!
Unit abilities
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Yes AA hitting at 33% and at 100% with 3 planes is horrible. I guess AA guns are gonna be like AARHE:
roll D6 and only if you roll a one, you get to roll again 1 destroyed= 2-3 plane returns to base and done not perform mission. 4-6 no effect mission continues. built in AA rolls at factories and VC and elimination of the AA piece entirely.
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According to one thread on the “smokey swamp” forum, one air/naval tech is heavy bombers and means you roll 2 dice when determining IPC damage. I think “Radar” is meant to counter that. Probably its on the land side of the production chart, which would be worthwhile for Germany to invest in since you could also get Mech Inf, for example.
Think of “Radar” as improved air defenses, improved AA-gun tech, day fighters and night fighters working together around the clock. At the strategic level, all this can be considered to be included in the tech.
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well we’ll have to see the complete picture im afraid to see how these things fit together and create a picture.
If you find something from another site repost everything here so others can see what were talking about.
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I was sort of hoping if they put the cruiser in that they would go to an 8-sided die so as to get a better differentiation of units, like in Xeno Games Pacific at War. Actually, if you want to get real unit differentiation, a 10-sided die would be better.
For real differentiaton, D12 is the only way to go.
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Tech details in this thread;
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Quote from the cited thread:
“Even if you buy just one research token, you guarantee yourself a tech sooner or later”Ok, I’ve read the thread, but there is one thing i don’t get…
Say you buy a research token on Turn1
Upon rolling for Tech , Turn 2 , you achieve a tech (let’s say ‘Heavy Bombers’ for example)‘’What happens with the Research token on Turn3 ? May you still roll for Tech turn3, without purchasing new research token(s)???
Lynxes, you seem to know quite a bit here :wink:
Care to enlighten us :-) -
Wow, Lynxes… The shortcut you posted, contains a very good (= long) description of the actual game played at GenCon!! :-o
Great reading! Will print it & bring ít with me to bed tonite :-D :-D
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Tech details in this thread;
Lynxes,
wow thanks for the link.
LT
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that was a great post from the swamp! Thanks!
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What happens with the Research token on Turn3 ? May you still roll for Tech turn3, without purchasing new research token(s)???
You lose all research tokens once you successfully research something.
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Does the <broken>tech rule of instant tech get fixed in AA41/42?
In other words, will the LHTR tech rule apply (tech becomes active at the end of your turn).?</broken>
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After reviewing my information on the Italian Navy, if might be adviseable to allow Italian combat ships to transport one infantry each. The Italians used destroyers and cruisers quite heavily to transport infantry troops to North Africa. Only the troops were carried, their heavy weapons, artillery, and other equipment was shipped separately.
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Does the <broken>tech rule of instant tech get fixed in AA41/42?
In other words, will the LHTR tech rule apply (tech becomes active at the end of your turn).?</broken>
No. The Weapons Development rules are similar to the scheme in 2nd Edition. The development you get is random, and it takes effect immediately.
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I have a question about tanks.
Do the defend on 3 or less?
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What kind of combinations of land units I’ll able to load on my transports?
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What kind of combinations of land units I’ll able to load on my transports?
Same as in Revised - one infantry plus one other land unit.
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I get this from the fact sheet:
- The submarine now costs 6 and has 2/1 combat stats. Submarines can no longer be attacked by aircraft unless there is also an attacking destroyer in that same zone.
I’ve got a few questions to this rule:
I can attack a submarine with other naval units … for example with a carrier or a sub.
If i go with one cruiser, one carrier and two planes into a hostile seazone with two enemy subs and follow this rule… Then I could attack only with my two ships?How can my carrier detect a sub in the same battle and the fighters can’t?
The correct rule should be:
Submarines can no longer be attacked by aircraft unless there is also a naval vessel or allied naval vessel in that same zone.This detection rule is not necessary. Destroyers block the deadly-first-shot and prevent the submerge of enemy subs
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It’s not really about “detection” of subs, per se. This rule is simply an abstraction representing the fact that subs are hard to combat without ships designed for that purpose (destroyers). It allows subs to survive longer by making them invulnerable to air attacks without destroyer support.
If you really wanted to be “accurate” about anti-sub warfare, you’d need to go to a far more tactical level of combat than this game does. Cruisers would also have some anti-sub capabilities, and battleships and carriers wouldn’t be able to fight subs at all. Subs would need to be detected before they could be attacked, and different unit types would need different anti-sub ratings and capabilities.
Rather than bog down the game with this type of system, Larry simply abstracted the concept to make the absence of destroyers in combating subs remove the influence of a powerful class of units on them. As with any abstraction, different people will have different ideas on how to best represent it.
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Ok.
In fact Larry likes the german wolfrudels.
And I hate it too if the US bomber in the revised edition crosses the atlantic and bomb my lonley sub in the northern atlantic.
Is it possible to attack an enemy sub with two cruisers, or a battleship?
Or will I always need a destroyer to detect them?