Sure, as a matter of combat value, the planes are better. The issue is that America tends to literally run out of combat units in China by round 2 or 3 – all their infantry are dead, so they have nothing to take or trade territories with. Since the point of even a successful Chinese campaign is to delay Japan’s progress west rather than to actually defeat the Japanese army, not being able to capture territories is a huge problem – you can bomb a stack of Japanese tanks to hell, but the tanks will still move an average of 2 spaces per turn. If you can capture a territory, sometimes you can reduce the movement rate back down to 1 space per turn or even 1 space every other turn.
Repairing damaged ICs and placing new units there
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I’ve found the rulebook to be unclear on this. Let’s say:
UK on UK1 strategic bombs IC in Germany and scores 5 damage.
Can Germany on G2 repair the 5 damage and still mobilize 10 infantry there? Or can he only put 5?Thanks, love the community here.
Cellogamer
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I’ve found the rulebook to be unclear on this. Let’s say:
UK on UK1 strategic bombs IC in Germany and scores 5 damage.
Can Germany on G2 repair the 5 damage and still mobilize 10 infantry there? Or can he only put 5?Thanks, love the community here.
Cellogamer
Answer is in bold. Good luck on your game!
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Yes…you can repair the damage and still place ten units there on the same turn.
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Am I the only one that thinks you shouldn’t be able to reinforce on the same turn as you repair the IC? Seems like a “double move” from a sequencing standpoint…like moving land units then letting them load on transport -or- fighters in combat landing in newly captured territories.
We always play house rule that you have to reinforce the next turn, but also adopt SB interceptor rules, so you can dissuade SB runs. It also curbs just packing in all your units into VC’s with mindless stacks.





