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Post #3 (isolation #2) » Fri Aug 22, 2014 4:36 am
Postby Thurhame »
Huh, it shows up fine for me.
As for editions, here are the list of ones which cover the whole world (global):
Classic
Revised (first to use artillery and destroyers)
50th Anniversary Edition (first to use cruisers; Italy is a separate power)
Spring 1942
Global 1940 (made by combining Pacific 1940 and Europe 1940; many differences from non-1940 games; Italy is a separate power)
1941 (apparently highly simplified for casual players)
1942 2nd Edition
Global 1940 2nd Edition (made by combining Pacific 1940 2nd Edition and Europe 1940 2nd Edition; many differences from non-1940 games; Italy is a separate power)
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Post #8 (isolation #4) » Fri Aug 22, 2014 10:07 am
Postby Thurhame »
In post 7, PeregrineV wrote:Cruisers are meh, but once you add them why bother with battleships (unless battelships use 2 hit rule).
As far as I know, battleships are
always
2 hit, in every edition.
In post 7, PeregrineV wrote:I guess in the end, whichever set of rules or Frankerules we use, let's make sure they are posted and clarified before the start. (This will probably include me asking lots of dumb questions).
I will post a link to the official rulebook of whatever version we are using, and will happily answer any questions, even really dumb ones.
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Post #10 (isolation #5) » Sun Aug 24, 2014 5:46 am
Postby Thurhame »
That makes 5 players. Since there doesn't seem to be much preference, we'll go with the Revised edition. The rulebook can be found here.
The playable powers are the Soviet Union, Germany, the United Kingdom, Japan, and the United States. If you have a preference, post it here; otherwise, or if your choice conflicts with someone else's, I'll assign one randomly.
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Post #15 (isolation #7) » Mon Aug 25, 2014 11:14 am
Postby Thurhame »
Aronis, you may take your first turn.
In the interest of keeping the game moving, the attacker can just go ahead and roll all combat dice in situations where the defender's casualty order is obvious (for instance, all land units + fighters, or only one unit / type of unit). In other combats, the defender should provide a casualty order list wherever possible (i.e. when it doesn't depend on attackers casualties, etc.) so the attacker can just roll the rest of the dice. If the defender does not respond at all within 48 hours, the attacker may assume a natural casualty order (usually this means lowest power units first).
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Post #16 (isolation #8) » Mon Aug 25, 2014 11:22 am
Postby Thurhame »
^To provide a concrete example, if Aronis (USSR) attacks West Russia, the defender's casualty order will obviously be 3 infantry -> artillery -> tank, so Aronis can go ahead and roll all the dice without waiting for Diplomat.
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Post #24 (isolation #11) » Mon Aug 25, 2014 12:53 pm
Postby Thurhame »
Each of these seven phases has its own section in the rulebook. Please read them carefully. If you have questions, or if you would like me to summarize anything for you, please ask. I will be happy to help.
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Post #26 (isolation #13) » Mon Aug 25, 2014 1:13 pm
Postby Thurhame »
After spending 10 IPCs on research, Aronis has 14 IPCs remaining, which he can spend on the above units. While he can certainly buy 2 infantry for 6 IPCs (the remaining 8 IPCs will carry over to the next turn), he cannot place them in Archangel. They must stay in the mobilization zone until the end of the turn when he may place them in Russia and/or Caucasus.
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Post #30 (isolation #14) » Mon Aug 25, 2014 11:07 pm
Postby Thurhame »
The Russians all miss. The Germans kill two of the Russian infantry. Either retreat or keep rolling.
If you retreat, you can retreat to either Archangel or Russia (since those are the territories your attacking units came from), but all the attacking units must go to the same territory - you cannot split them.
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Post #42 (isolation #16) » Tue Aug 26, 2014 12:27 pm
Postby Thurhame »
No noncombat move?
At the very least, I suggest you move your reserves (Kazakh, Novosibirsk, Evenki National Okrug) forward into Russia/Caucasus, and pull back from Leningrad (Karelia).
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Post #47 (isolation #18) » Wed Aug 27, 2014 10:58 am
Postby Thurhame »
In post 46, DeathNote wrote:But yeah, focus on them and maybe move in to Karelia since you have enough infantry to take the hits. Getting rid of Fighters is pretty important.
^And that is why I suggested pulling out of Karelia.
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Post #48 (isolation #19) » Wed Aug 27, 2014 11:01 am
Postby Thurhame »
In post 45, DiplomatDC wrote:Well, I tried reading the rules and strategy tips. Roughly it is Buy tech-------> Buy Units ------> Combat -----> Non-Combat Moves -----> Income and place units, right?
What I'm not too sure now is about what units I have in my territories to work with, can you give me a rundown on that?
I've updated the map in the first post; you can see everything there.
Your list is not quite correct. It is missing Combat Move (between purchases and Combat). If you want a unit to participate in one of your attacks, you need to move it during Combat Move, before
any
combat is initiated. Once you've moved all the units you want to attack with into all the areas you want to attack, then you can do Combat.
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Post #56 (isolation #21) » Fri Aug 29, 2014 12:20 am
Postby Thurhame »
In post 54, DiplomatDC wrote:Not doing it yet but what happens when I invade Karelia from East Europe?
Step 1: During the Combat Move, move the units you want to invade with into Karelia. They will sit there until you are done with Combat Move. You can make other moves as well, such as moving additional units into Karelia from other territories, or making additional attacks. You can make as many combat moves as you like, under the following restrictions:
Each unit may only participate in one attack during the turn.
Each unit may only move up to its maximum Move during the turn. Most land units have a move of 1, tanks and sea units have a move of 2, fighters have a move of 4 and bombers have a move of 6.
Each unit you move during Combat Move must enter an enemy territory or a sea zone with enemy units during its move (with the exception of transports/battleships making amphibious assaults). Additionally, entering an area with enemy units (even if that unit is just a factory) immediately ends a land or sea unit's move, even if it would have had movement left.
Any land or sea unit you move during Combat Move cannot move during Noncombat Move.
Transports can load land units during this phase up to their maximum capacity (1 of any unit + 1 infantry), as long as the unit(s) have not moved. Being carried on a transport counts as the unit's entire move for the turn.
A transport can unload its units into an enemy territory. This is called an amphibious assault. Unloading ends a transport's move.
A transport making an amphibious assault can, but does not need to, participate in a battle itself.
A battleship can participate in an amphibious assault (bombardment) provided there are no enemy ships forcing it to participate in a sea battle instead.
Air units must end their combat move in an area with enemy units, with enough movement left over to land in a friendly territory during Noncombat Move. Only territories you have owned from the beginning of the turn are valid landing sites; you may not land in a territory you just captured this turn.
Fighters may land on a friendly carrier instead, as long as the fighter and the carrier end their move in the same sea zone.
Whenever an air unit enters (flies over) a territory with an enemy antiaircraft gun, the aa gun rolls one die. On a roll of 1, the air unit is destroyed. There is no limit to the number of air units an aa gun can shoot at in a turn. If the air unit flies over multiple aa guns, they all get to fire.
Air units may not capture territories.
Step 2: During Combat, resolve combat in each area that contains both your units and enemy units. For instance, if you had combat moved all units from Eastern Europe (2 infantry 1 tank 1 fighter) and Norway (3 infantry 1 fighter) into Karelia, then you would resolve combat there as 5 infantry 1 tank 2 fighters vs. 3 infantry 1 fighter. Each combat is resolved separately, and you must finish one combat before beginning the next. A combat is resolved as follows:
Each combat consists of a number of rounds. At the end of each round, if there are still units on both sides, the attacker may choose to retreat.
Each round, each unit on each side gets to roll a die. If that die is less than or equal to the unit's Attack (for an attacking unit) or Defense (for a defending unit), that unit scores a hit.
The attacker rolls for all his units first. After he rolls, the defender chooses one casualty for each of the attacker's hits. Then the defender rolls for all his units (including the casualties), and the attacker chooses casualties. Finally, all casualties are removed.
If the attacker decides to retreat, he must retreat all his units. The land or sea units must all retreat to the same area, and must retreat to an area from which at least one of them came. Air units stay put; they will land during Noncombat Move. Exception: If the combat included at least one amphibious assault, then only the air units retreat. All land units (even ones that didn't come from an amphibious assault) must fight to the bitter end.
Submarines, both the attacker's and the defender's, get to fire first in each round. Their casualties get removed before the rest of the units can roll, unless an enemy destroyer is present.
Submarines can submerge at the end of a round, unless an enemy destroyer is present. This essentially retreats them, but does not require any other units to retreat, and they remain in the same sea zone. If a defending submarine submerges, it will not block enemy noncombat movement this turn.
Battleships supporting an amphibious assault get to fire once at the beginning of combat. Their casualties are removed before the first round begins.
Battleships take two hits to destroy. The first time a battleship would be taken as casualty, mark it as damaged instead. It does not become a casualty to be removed until it takes a second hit. At the end of combat, if it was not destroyed, it is fully repaired.
Antiaircraft guns and factories do not participate in combat and may never be chosen as casualties. If the territory they are in is captured, they become the property of the attacker.
If a transport making an amphibious assault is also part of a sea battle, the sea battle must be resolved first before the land battle. If the transport is destroyed, the land units it is carrying are also destroyed and may not participate in the land battle. If the transport retreats, its land units must stay on board and may not participate in the land battle.
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Post #64 (isolation #22) » Fri Aug 29, 2014 11:17 am
Postby Thurhame »
How many times do I have to say this? ALL MOVEMENT OF UNITS INTO COMBAT MUST BE DONE BEFORE ANY COMBAT IS RESOLVED!!!
In this case: Diplomat wants to attack Karelia with the units in Eastern Europe, Belorussia, and Norway. He is also considering other attacks, but is not sure what they should be.
Diplomat moves 2 infantry 1 tank 1 fighter from Eastern Europe into Karelia. He DOES NOT ROLL ANY DICE YET.
Diplomat moves 3 infantry from Belorussia into Karelia. He DOES NOT ROLL ANY DICE YET.
Diplomat moves 3 infantry 1 fighter from Norway into Karelia. He DOES NOT ROLL ANY DICE YET.
Once he has decided on all his attacks and moved all his units accordingly, THEN he can begin combat.
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Post #65 (isolation #23) » Fri Aug 29, 2014 11:36 am
Postby Thurhame »
Diplomat can now:
Support the combat in Karelia by moving additional units in.
Move units to make other attacks. DO NOT ROLL DICE YET!
End his Combat Move now and commence combat in Karelia with Germany's 8 infantry 1 tank 2 fighters vs. Russia's 3 infantry 1 fighter. Diplomat will then be
done
with combat move - he will not be able to make any other attacks. This is your
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Post #75 (isolation #28) » Sat Aug 30, 2014 2:45 am
Postby Thurhame »
Well, I'm faced with an unusual position here. Russia's much more on the ropes than normal this early, but my Mediterranean fleet sits completely untouched (instead of the usual completely annihilated).
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Post #78 (isolation #30) » Sat Aug 30, 2014 3:21 am
Postby Thurhame »
Combat Move
load 1 tank from Eastern Canada to transport in sea zone 1; move to sea zone 2
load 2 infantry 1 artillery from United Kingdom to transports in sea zone 2
move 2 transports 1 battleship from sea zone 2 to sea zone 3; amphibious assault on Norway
move 1 fighter from United Kingdom to Norway
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Post #80 (isolation #32) » Sat Aug 30, 2014 3:25 am
Postby Thurhame »
Combat Move
Attack sea zone 14 (Germany's Mediterranean fleet) with:
1 bomber from United Kingdom
1 battleship from sea zone 13
1 destroyer from sea zone 15
1 fighter from Ango-Egypt
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Post #104 (isolation #55) » Sat Aug 30, 2014 4:27 am
Postby Thurhame »
Noncombat Move
Land both fighters from United Kingdom back in United Kingdom.
Land both Mediterranean planes in Caucasus.
Move the Indian fleet's fighter to Caucasus.
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Post #105 (isolation #56) » Sat Aug 30, 2014 4:32 am
Postby Thurhame »
Noncombat Move
Move the Australian transport to sea zone 30 (no cargo).
Move the Indian transport to sea zone 33 (no cargo).
Move the South African infantry to Kenya.
Move everything in Anglo-Egypt to Trans-Jordan.
Move the Persian infantry to Trans-Jordan.
Move everything in India to Persia.
Move the Indian carrier to sea zone 15.
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Post #106 (isolation #57) » Sat Aug 30, 2014 4:52 am
Postby Thurhame »
I'm not sure what to do with my Canadian infantry. I'd have to give up a turn with one of my transports to bring it over, and with Russia on the ropes I'm not sure I want to risk that delay. I'm already slowed down by buying a carrier instead of a third transport - for some reason it hadn't occured to me that Russia's sub could block the German fleet.
Peregrine, I'll leave it to you. If you plan to send your Pacific transport over here to Europe, my man can hitch a ride. If you think you can use him in the Pacific, same. Otherwise I'll march him East to await an Atlantic ride - either when I get a free transport or if one of yours has room. Or, if you like, I can leave him to help defend you against Japanese landings.