here is a battle example: player 1 attacks with 3 infantry, 2 tanks, 1 fighter. Player 2 is defending with 3 infantry, 2 artillery.
player 1 rolls:3,6,4,3,2,5 the 2 tanks both got hits 3 or less so score hits, the first is 3 hp so kills an infantry, the second is 2 hp which also kills an infantry.
player 2 rolls:4,2,1,2,5 one of the infantry rolled a 1 so player one moves an infantry down to 1 hp, one artillery rolled a 2 so another infantry is killed.
player 1 has 1 dead infantry, 1 infantry on 1hp, 1 infantry on 2hp, 2 tanks, 1 fighter
player 2 has 2 dead infantry, 1 infantry on 2 hp, 2 artillery on 2 hp
player 1 rolls:5,2,1,3,5,2 one infantry rolled a 1 so player 2 moves an infantry to 1hp, one tank rolled a 3 so player 2 losses an artillery, the fighter got a 2 so player 2 has to remove the artillery to do the maximum damage.
player 2 rolls:2,3,2 an artillery rolled a 2 so player 1 moves a fighter down to 2 hp
player 1 has 1 infantry on 1hp, 1 infantry on 2hp, 2 tanks, 1 fighter on 2 hp
player 2 has 1 infantry on 1 hp, 2 dead artillery
player 1 rolls:2,5,6,6,2 the fighter rolled a 2 so player 2 removes the last infantry
player 2 rolls:2,3,2 an artillery rolled a 2 so player 1 brings a tank down to 1hp
player 1 has 2 infantry, 2 tanks, 1 fighter - the troops automatically heal at the end of battle and have full hp when they go into battle again.
Question about new HBG marker rules
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Bunkers*
It says bunkers protect only one boarder. But it also says bunkers grant +1 to all defending INF.Here is my question. Lets say a territory with a bunker is attacked from 3 sides. I understand the bunker will get 2 defense rolls for the side it defends against but will all defending INF get the bonus +1 on defense. If that is the case these things seems a lil too good.
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There are alot of clarifications on these in the works.
See some of the other threads.
Basically, as it stands there are 2 types of Fortifications.
Type 1. Which are only placed at the start of the game - and only defend from certain locations, or certain attacks.
Type 2. 20 IPC cost, can be built anywhere, limit of 1 (Unless setup dictates otherwise) = 2 rolls at 5, and + 1 to all inf in the first round.
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Thanks but that goes against what the latest PDF says about bunkers
and I quote from the new PDF
Bunker Option 1:
Cost: 20
Movement: N/A
Attack: N/A
Defense: 3 (D6), 5 (D12), 11 (D20)
Transport Class: N/ABunkers are strictly defensive units. They can be built in any territory that has been
controlled for one full round. These units only protect a single border, which must be specified
when placed. Bunkers do not take damage and cannot be taken as casualties. If a territory
containing a bunker is captured, the bunker is destroyed and removed from play.When defending bunkers receive 2 defensive rolls during the first cycle of combat only.
Bunkers also grant defensive bonuses to all infantry defending the same territory giving them a
+1 (D6), +2 (D12), +3 (D20) to all defensive values for the first cycle of combat. -
What version of the rules are you reading from?
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The latest PDF they put up on the HBG website
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Ok so those are “OPTIONAL” rules if you buy JUST that piece to supplement another set.
The rules that come with the Global 1939 game are as I posted above - and are different.
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Ok I was just saying isn’t the new “optional” rule a lil over powered?
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Yes, and no.
The limit is one… and all parties can do it.
Of course it doesn’t help when the russians drop that in Moscow with a stack of 70+ units. But, if Germany can do the same? What does it matter.





