@chrisbump86 Does the attacker have to declare on their combat move which territory or sz they wish to continue to if they succeed w/o taking a casualty?Can they split their forces and go to multiple territories or sz?Can they return to another friendly spot or even to where they attacked from?Would a matter if the attacker needed more than 2,3 or more combat rounds to kill the defender?
If we playtest,these kind of questions are likely to come up.
[Global 1940] Damaged Capital Ships
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Do any of you play with house rules concerning damaged capital ships? I believe the rules state upon next turn ships are repaired.
Do any of you have dry dock rules or IPC charges for repairing Carriers or Battleships?
Moderator’s edit: Added tag [Global 1940] to title.
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@ABWorsham:
Do any of you play with house rules concerning damaged capital ships? I believe the rules state upon next turn ships are repaired.
Do any of you have dry dock rules or IPC charges for repairing Carriers or Battleships?
Actually, the rule is that damage can only be repaired if the ship is next to a naval base at the beginning of the turn.
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Wasn’t there some debate if your allies capital is occupied, your allies can’t repair at your docks?
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@ABWorsham:
Do any of you play with house rules concerning damaged capital ships? I believe the rules state upon next turn ships are repaired.
Do any of you have dry dock rules or IPC charges for repairing Carriers or Battleships?
Thought about rolling a dice for repairs, would cost 1-6 IPCs that way. Would still need to be next to a friendly NB
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You can repair your Capital ships at any friendly naval port. 1 D6 roll ea for repair cost.
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Xeno games had it as roll two dice for repair cost and had to be in port, which was a coastal factory as they didn’t have NBs. Also BBs couldn’t bombard while damaged





