Had a few questions regarding this game.
It says AA guns, supplies and trains are destroyed if targeted by SBR and hit. Was curious if 1 hit destroys all supplies/AA guns/or trains in a targeted zone or just 1 of them? The way it describes them in plural terms throws me off.
What happens when multiple generals meet in battle? For example 2 Russian generals meet 2 German generals in a battle, do you add their skill levels and roll ? Or do u only use the highest skill level and roll? And how is it decided which attribute is used or is the winner of roll able to use multiple attributes?
What are considered vehicles? For times when vehicles get a modifier to their roll. I was thinking vehicles would be all armor, mechs, SP artillery, and maybe tank destroyers but wasn’t sure. I figured SS grenadiers would be considered infantry since their counterparts for Russia are Guard Rifles.
I understand that all units being used for combat are moved in the combat move phase and then all units can be moved in the non combat phase, even those used in combat. However it specifically mentions aircraft are able to move up to their move limit during combat move and then must land in a tt that has been friendly since beginning of the turn. My question is : Are aircraft able to move in the combat move phase even if they aren’t going into combat and then land in the non-combat phase and if so do they need a supply to be used each time like other units?
I wasn’t sure about this since it seemed strange that aircraft could move their limit in combat move and then again in non combat move, but only if they are going into combat.
Any help or info would be greatly appreciated. Thanks.





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












