The two attacks are resolved seperately, though they occur simultaneously (so you can SBR an IC in the same nation turn that you take it from the enemy)
I tried to delete this topic but I guess I can’t. Mods please delete this topic. I’m going to ask my questions in the G40 boards, as it seems like that is probably the better place to ask my questions as they pertain to specifically G40
Nope. Tanks can move up to 2 spaces, either in combat move phase OR in noncombat phase; not both. If they are moving in combat move phase and they encounter any unit in the first territory they have to stop right there. As of the noncombat move phase of the turn, they have already made a move for that turn so they can;t move a second time.
As for mechs, they can’t blitz but if they are paried up with a tank they can move together but the tank/mech combo must start and end in the same territory
So if the territories in are the same in both games, so the National advantages rules can be applied to the Spring '42 version? You think theses rules can be applied and make the game equal for every country in the Spring 42 version?
And can we play with the technology rule too?
If they dont put the NA in spring 42, there must be a reason, no?
idk_iam_swiss, please try to setup the AA1942 board and play it as is, you will see by round 3 there is not enough space in Europe for all your units. I meant small to mean that the actual territories (map size) are too small to place all your units, look at the size of the bombers alone. I’m pretty sure that’s why IL made the map. I could be wrong. But the few times our group has played it that and running out of Japanese armor was our biggest gripe. We ended up using German armor as Japanese with a flag underneath it. Come on 8 Japanse armor? What was WotC/AH thinking?
Its not “too small” for a begginer, Save your money. If you find out you like this game. I recomend getting the one coming out this december. Its going to be part of a two part series and youll find the map (just pacific) is larger than your current one. The two together will more than likely take up your ENTIRE kitchen table.
The biggest thing is that submerging occurs after BOTH sides have fired.
You can;t charge in with subs, fire sneak attacks, and then submerge to avoid a counter-attack by any surviving defenders. The defenders get to fire back, then before anyone fires again, both attacking and defending subs can choose to submerge (leaving the battle)
Transports are a little confusing. you just need to remember that loading AND/OR unloading uses all of the units movement points. This means that you can both load and unload a unit on your turn, or you can load a unit (granted it hasn’t been moved already this turn) and leave it on the transport, or you can unload a unit that is already on a transport; in this last case you would be unable to move it afterwards similarly to rules regarding movement before loading. I’m not sure if I helped clarify, but I hope this benefits you.