Thanks for reply, so it sounds like most of us agree that the rule is written poorly and that there is a logical “AA” way to interpret it, thanks!
Latest posts made by mosuper
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RE: Rules - Phase 2 Zombies Attack
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RE: Rules - Phase 2 Zombies Attack
@Krieghund
We decided to play it where the zombies rolls take as many pieces as possible, with the soviets choosing which pieces to take (just like combat casualties). I suspect that this is probably the way it should play. -
Rules - Phase 2 Zombies Attack
My reading of this rule doesn’t seem right. Here’s the situation…
Britain is shuttling men over to Russia helping out Russia, and these territories are full of zombies. For example, on the Russian turn Caucasus has:
1 Russian INF
2 British INF
15 zombies
Zombies roll and score 2 hits on Phase 2 Zombies Attack.My reading of the rules says that only the Russian troop is killed (converted to a zombie, in this case).
In fact, if there were only British troops there, then there isn’t even a zombie roll.Here’s how the rule reads (my emphasis added):
"… For each zombie unit in a territory YOU control, roll one of the special zombie dice. On a result of D, you remove one of YOUR combat units from that territory.
Thoughts?
Thanks! -
RE: Strategy Guide
@Carolina:
Tanks are crucial. A force with just 3 tanks can survive all the attacks against 6 defenders for the long push to the enemy’s capital. Otherwise attrition will make you too weak for the final conflict.
My point was that by the time tanks can make it to the front line, momentum is already set. Sure, buy a few tanks, I think you are probably right, buying 2-3 can make a difference in the push.
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RE: Strategy Guide
round 1 destroy British navy you say, does this involve 2 attacks? 2 subs vs the fleet near Canada and the rest the main fleet?
Its been a while since I played 1914. I think you should just set it up and experiment what is best, but getting rid of that fleet is important. I know we played one game where the axis attacked my fleet, 90% chance of destroying me but I held tight. It really made it difficult for the axis.
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RE: Captured German Capital and Industrial Production? Need help!
As I understand it, the answer is no but would love the move official people to weigh in.
What about when german units are available in a german country and Japanese units move in. Does Japan get to claim it or is it only when no German units are there?
I suspect that the rule as I understand it is a bit cleaner:
- If a germany falls falls (say to UK) then all territory belonging to Germany stays German.
- Suppose, all while Berlin is UK hands, US takes France ––> US gets France. If next, Japan takes France, then Japan gets to claim France. If next, Berlin is liberated, then France immediately goes back to Germany.
And, for factories, I think the rule is:
- A country can only use an IC in a territory that they controlled at the beginning of their turn.
Some please correct me if I’m not getting the rule right.
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RE: Captured German Capital and Industrial Production? Need help!
Awesome, it was getting late playing last night and that bit on page 20 is exactly what I was looking for. Thank you.
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Captured German Capital and Industrial Production? Need help!
Here’s the set up.
1. Germany captures all of Russian cities (and their IC).
2. Britain captures Berlin.
3. It is now Japan’s turn. Can Japan build units in the Russian IC that are owned by Germany?
If the answer is “yes”, then this is goofy since that would allow, for example, Japan to bring in 6 units to Russia and then Italy can also bring in 6 units to Russia.
If “no”, then the phrases in the rule book don’t make sense (for example under “Industrial Complexes” it says, “you cannot …. unless that power’s capital is in enemy hands.”)
I suspect the answer is yes, but can someone address this for me? I’ve searched through the forum and can’t find it anywhere.
Thanks!
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RE: Strategy Guide
Wow! I missed that. I just looked it up and It seems like every game I play we learn something we were playing wrong. Thanks for that. That makes the planes more valuable for sure. Okay, they are off the luxury list and getting closer to the necessary list for me. Thanks!
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RE: Strategy Guide
I’ll have to double think planes. I’m pretty sure that I would use them if my opponent did, but then it turns into some sort of arms race.
My reading of the rules is that planes do not attack at 2. They only boost all the artillery to 4. But, I think your math is right–having three artillery attacking with a plane gives you a boost of 3. Do this twice and you’ve made up the cost of the plane.
America… yes, help out wherever they are going to help tip the scales.
Italy… I’m not sure but the country is so small there aren’t many options. Hold the border to the north as well as you can, kick out any austrians who come over via boat. Does anyone else have a good plan for the italians that isn’t equivalent to “do whatever you have to to stay alive”???