In the event that you purchased more units than you can
actually mobilize due to production limitations, you must
return the over-produced units to the box (your choice of
units), and the cost of the units is reimbursed to you.
i never noticed this rule before. it opens up an interesting overpurchase tactic.
6 Infantry, 2 Artillery, from S.Germany into Slovakia
How about using those to strafe Yugo for 1 round and then retreat into: Slovakia.
Does Italy need this help?
What are the loss / kill chances?
It’s a common practice, but if you are attacking Russia round 1, you can’t take the chance that you accidentally score 5 hits and conquer Yugo since you need those units for counter attacks on G2.
Correct, Italy can easily take Yugoslavia on their own round 2 or 3 without Germany spreading thin by strafing G1.
pg 21
Any damage previously inflicted on a facility remains in
place until it is repaired (any damage markers beyond 6
on former major industrial complexes are removed).
In addition from the unit profiles pg 27
A damaged minor complex may not be upgraded, so any damage on the industrial complex must be repaired at the same time that the upgrade is purchased.
When you say “If Germany drops a Naval base into the territory, it can contribute ships” Doesn’t Germany also have to have an IC there before it can place ships in the SZ during ‘Mobilize units’ phase?
Yes, that is a misstatement. I should have written drops an IC into the territory. You don’t need a Naval Base in Yugoslavia since you can make use of the ones in Italy proper from the same SZ.
I usually never can~~'t~~ afford that much stuff in SA or an airbase because of the sealion threat (for the first two rounds at least). Gotta buy either 9 Inf or 6 Inf/1 Ftr in London turn 1. I mentioned fast units in SA after the Sealion threat is waned to get units to Cairo ASAP.
Typical German turn leaves all UK ships save 1 DD, 1 TT in SZ 109 and 1 CRU off Spain left. Most German players I play buy at least a TT and a SS as part of their first turn buy, which leaves a Sealion visable with a 9-10 TT buy turn 2.
maybe i just need to face up to the fact that the reason the games i play in seem to be so diffeernt is me and the dudes i game with msut suck no matter who plays the axis, cuzz most of our face to face games result in an allied win and we play with no bid.
The axis only have the advantage for the first half dozen rounds or so. After that America kicks into high gear, so the longer your games go on (like 10-15 rounds or more), the greater the allied advantage will become. Â
True only if the Axis don’t close or pass the Allies on the Economic gap by that time or maybe 1 or 2 rounds after.
I don’t play TripleA, but I imagine one can’t change the initial setup. However, in our table top games, players like to rotate different sides and nations fairly so everyone gets a chance to play something different. To achieve this, I think the Russians should trade their fighter in Moscow for a S. Bomber, the Americans should trade their destroyer in Hawaii for a Battleship, and the UK should trade their Mech Infantry in London for a Tank.
Maybe upgrade the cruiser instead
That should balance the game without the need to bid… What do you think.
A: 12
B: 11
A: 10
B: ok you get it, I get axis and you get allies at 10.
Going up
A: 8
B: OK, I take it at 8.
The difference with going up is you bid for what the other person will get as the allies. When you go down it is for what you want to take the allies with.
Read up on what they are doing on a KAF strag on AA1940 Pacific. I am merely suggesting to couple that with a Germany faking sealion and attacking the USA mainland with 20+ units the same turn Japan is attacking the USA mainland with 20+ units and 20+ planes.
The trick to this, is to go for Gibraltar G2, or sometimes G3, and feign like you are going into the med. The americans sometimes don’t pay attention and forget that you can reach washington from Gibraltar. then BOOM you get to land in EUS and CUS. and they are done. So long as the Canadians can’t liberate them…
If the Burma Road is open and Manchuria, Kiangsu & Kwangtung are under Allied control, Chinese units may enter non-Russian Pacific territories (can help clean Japan out of SE Asia and Korea). They are permitted to deploy one transport on the board at a time limited at SZ 20 and it can only move to SZ 36 (let 'em liberate Formosa & Hainan on their own).
Attacking Russia as Japan always seemed to me as an operation that looked sweeter then it tasted. I struggled for a long time to find a useful application of the Japan attacking Russia operation but in most cases I couldn’t see a possibility where the resources dedicated to it was the best possible outcome for the situation.
I certainly think there are options I didn’t think of, but if Germany needs the assistance from Japan to pressure Russia into submission I think there is a good sign that Japan could be dominating in the Pacific. This is a discussion thread all on it’s own so I won’t continue…
And Allied units that enter original USSR territories should be “interned” - removed from the board with infantry (and infantry only) showing up back in their home capitals a couple rounds later in equal numbers to the units interned :wink:
In the original Europe game, they had a rule if UK or US planes landed in a Soviet territory with an IC, on the Russian Mobilize Units phase, they could be turned into Russian planes.
I always wondered about something like this. Considering the equipment lend lease that USA had with USSR I would of thought “gifting” units to Russia should be acheived in someway. Of course who knows what that would do to balance. I guess the the Archangel NO is their to represent the Lend-lease activities.
You can Bombard if you ignore the Trprt and or Sub. If you bring Air in to attack the Trprt, it creates a Naval Battle. You can’t bombard during a Naval Battle.