WRu attack (2) 6inf art tank
Rolls: 5@1 2@2 1@3; Total Hits: 25@1: (2, 5, 3, 2, 1)2@2: (1, 4)1@3: (4)
defending 3inf art tank
Rolls: 4@2 1@3; Total Hits: 04@2: (6, 3, 6, 5)1@3: (6)
WRu attack (2) 6inf art tank
Rolls: 5@1 2@2 1@3; Total Hits: 25@1: (2, 5, 3, 2, 1)2@2: (1, 4)1@3: (4)
defending 3inf art tank
Rolls: 4@2 1@3; Total Hits: 04@2: (6, 3, 6, 5)1@3: (6)
Ukraine always costs me!!
WRu attack 8 inf art tank
Rolls: 7@1 2@2 1@3; Total Hits: 07@1: (2, 5, 5, 5, 4, 3, 5)2@2: (3, 5)1@3: (6)
defending 3inf art tank
Rolls: 4@2 1@3; Total Hits: 24@2: (6, 6, 4, 1)1@3: (1)
Ukr attack (2) art 3 tanks 2ftrs
Rolls: 1@2 5@3; Total Hits: 31@2: (4)5@3: (6, 3, 3, 4, 1)
defending tank ftr
Rolls: 1@3 1@4; Total Hits: 21@3: (3)1@4: (2)
Rus 1
Buys (24)
5inf tank art
0 leftover
Combat move
3inf art tank Cau, 2tank ftr Rus, ftr Kar to Ukr vs. 3inf art tank ftr
3inf art Rus, 3inf tank Arc, 2inf Kar to WRu vs. 3inf art tank
Combat
Ukr attack 3inf art 3tanks 2ftr
Rolls: 2@1 2@2 5@3; Total Hits: 42@1: (5, 3)2@2: (4, 1)5@3: (2, 4, 3, 4, 1)
defending 3inf art tank ftr
Rolls: 4@2 1@3 1@4; Total Hits: 34@2: (3, 5, 6, 2)1@3: (3)1@4: (1)
The amtrac actually saw more and more use in the Pacific as the war went on. The Higgins had trouble getting stuck in the coral, and the amtrac offered exit in the rear of the vehicle instead of the door lowering in the front.
@Cmdr:
Could the tank be landed on a continent the next round and it’s movement fully utilized again? If the island is a way station…
I was thinking about that while typing my response. That’s a glass half full, half empty situation. On one hand you’re not getting a tank until at least two rounds later because movement on the transport, but you can also look at it as getting a “free” tank to move with your latest purchases. Of course, that’s only if the orgin or the final destination on a continent of the transport is one turn away from the island you are attacking.
@mantlefan:
Could the tank be used somewhere where moving it 2 is useful in the forseeable future? Or is it just a 3a 3d unit in its usefulness to you?
That’s the big one for me when going after an island under your situation. You pay a little more for tanks, for one, because of its extra movement, and then it gets stuck on the island. It’s not like it would be a bonehead move to use a tank, it’s really not much difference as others have said, but if you got a frontline somewhere else on land the tank would be more usefull there than going after the island.
I don’t mind explaining them either, that’s why I wrote the passages out.
Spring 1942 is my first edition as well so I come here looking for help all of the time, though I usually triy to find the question in another post before asking it myself, so I’m not trying to turn people away or anything.
I don’t understand how he can explain the rule in one paragraph, then ask the same question about it a few graphs later, and I guess all I was really getting at is it sounds like another reading of the rulebook would do him a lot of good.
I’m not saying that it expalins everything perfectly, but with how many times he mentioned clarity of the rulebook it sounds more like he jumped into the game without the instructions and is asking for help along the way. It just doesn’t sound like he read it to me.
First, there is :
“I copy that it produces units equal to the number circled in the territory it is in. That being 10 in Germany 8 each in Tokyo and London.”
Then you ask:
“If you have an industrial complex in territories that the circled numbers total say 15, do you only get 15 units to place on the board that turn even if you could “afford” 20 according to IPC total on the sliding chart? In plain language do the complexes limit the number of units produced vs what you could afford from the treasury?”
Doesn’t sound like you copy. As Zhukov44 said earlier, the rulebook is actually pretty clear in all your questions.
Page 17
Step 3. Attacking Units Fire (Land and sea battles)
Role one die for each attacking unit with an attack value that did not fire in step 2 (step 2 involved submarines surprise attack).
Step 4. Defending units FIre
Defending units roll one die for each unit with a defense value that did not fire in step 2.
Page 22
Mobilize New Units
Restrictions on placement
For each IC, you can mobilize only as many units as the IPC value of the territory containing the IC. The limit includes units mobilized in sea zones adjacent to the IC. For example, the German player can mobilize 6 units in the Southern Europe territority.
Place land units and bombers only in territories containing eligible ICs. Land units can’t start play on transports.
Place sea units in sea zones adjacent to the territory containing eligible IC. New units can enter play in a hostile sea zone. No combat occurs because the Conduct Combat phase is over.
Place fighters in territories conatining an IC controlled from the beginning of your turn, or an aircraft carrier owned by your power in a sea zone adjacent to a territory with such an IC. The carrier may be either a new one currently being placed, or an existing one already in place. You cannot place a new fighter on a carrier owned by a friendly power.
Answers all of your questions and is right out of the rulebook.
She said three units added. She’s right. The UK had one AA gun, and got three more added for a total of four.
Sorry to interupt the pissing contest.
Been watching “The Last Days of WWII” on Netflix. Covers the last 26 weeks of the war.Goes into a little further detail about minor battle you don’t hear much about, but, as the title implies, it’s only the last six months of the war.
Without trying to give too much away to someone who sounds like they want to learn the game by playing it, all I’ll say is try to get him to have to spend some of the US resources on the other side of the map.
Why would he believe it if you printed it out on word if he hasn’t believed you up to now?
How does he even know how many he had to begin with?
I’m with JimmyHat and Bischoff, I don’t think he’s going to believe you no matter what, and he seems to have an agenda with wanting the extra pieces.
Just from your list the only units you have a complete set for are crusiers and strat. bombers, which also happen to be two of the least used units in the game. Something sounds fishy with your friend.
Look up one of the two games on boardgamegeek.com.
I’m pretty sure one of them (if not both) have a file for piece counts on the page.
Making units obsolete/worthless is what I was getting at in my post. I don’t think that’s exactly the case, but it can sort of make it a speciality item, and I’m not sure if the incomes are high enough for that. Not sure if I’m wording this write either.
Reading what you wrote about the late war carriers, maybe you could make the rules time related. Meaning they are like automatic technologies that appear after a certain round and just replace the older ones. All infantry gets those bonuses with movement and everything, and still costs 3 IPC, after the 5th round maybe. Fourth, even.
I don’t know. I like the idea (especially the mech inf), but it’s hard to implment.
Results
sz cwol
Nor twol
Non Combat
2ftrs sz3 to UK
inf Rho to EAf
sub sz40 to sz47
tt sz40 to sz42
Placement
2dd tt sz3
Collect 29 for total of 34
UK2
Buys 28
2dd tt
save 5
Combat Move
2ftrs WRu bb ac 2dd tt (inf tank to Nor vs. empty) sz2 to sz3 vs. 2sub dd
Combat
sz3 attack ac 2dd 2ftrs bb
Rolls: 1@1 2@2 2@3 1@4; Total Hits: 51@1: (1)2@2: (1, 2)2@3: (3, 6)1@4: (3)
defending
Rolls: 2@1 1@2; Total Hits: 12@1: (2, 3)1@2: (1)
R2
Buys 29
2tank art 5inf
0 leftover
Combat
inf WRu to Bel vs. empty
Non Combat
6inf Bry to Yak
2inf Sin to Kaz
inf Cau to Ukr
inf Rus to Arc
tank 3inf Rus 4inf art Cau tank Ukr to WRu
Placement
3inf art Cau
2tank 2inf Rus
Collect 29 for total of 29
US1
Buys 42
ac 2dd ftr
save 2
Combat Move
2inf art tank EUS via tt sz10 to sz12 unload Alg vs. empty
Non Combat
ftr EUS ftr WUS to sz 2 (UK ac)
2inf CUS to ECan
2inf aagun WUS to WCan
ftr HI aagun EUS to CUS
bb tt sz55 cc sz10 to sz20
dd sz20 to sz10
sub sz52 to sz51
bmr EUS to UK
2inf Sin to Kaz
Placement
ac ftr 2dd sz10
Collect 41 for total of 43
Fixed the map by moving the pices to sz33.
Sub will stay and fight if that’s what you’re sending.
Don’t worry about when you get it in.