@vondox You can only land british units in france once both nations are at war with the same enemy.
You also can’t land british militia in france as militia can not move outside of the home country.
@vondox You can only land british units in france once both nations are at war with the same enemy.
You also can’t land british militia in france as militia can not move outside of the home country.
@david-06 said in Battle Logistics.:
I think that it is unreasonable that Infantry defend the same against Heavy armor and militia.
Why not? Historically and to this day, armor is very weak against infantry when unsupported.
@gen-manstein No, as railways are damaged until the end of turn. ;)
@trig While it might be more logical they are repaired immediately, that’s not supported by the text. While it may be pedantic, it is a linguistic opinion that the final sentences in the paragraph on repair don’t apply to the whole paragraph. At the end of the day it says “Each repair job takes a full turn…”
One could make an inference based on the position of that text, sure, but that would be going against the Rules as Written.
on the grounds that you can shut down a nation’s entire production indefinably with sustained bombing.
Also FWIW if we go with my interpretation, repair would not affect production of units, as the repair is done in the place units.
In either case, its probably worthy of a FAQ/Errata.
It explicitly says “Each repair job takes a full turn and uses a production slot for that turn.” I can see how that can be confusing, but disregarding any FAQ it seems quite explicit.
Repaired Majors getting a tech roll, is simply an exception to the rule.
@vondox Are you playing v2 or v3?
As far as I am aware the 39 setup’s doesn’t have starting techs.
One hard to see zone is the greek northern boarder, apparently the southern Macedonia extends all the way west, so Athens cant be taken in a single combat.
@vondox said in Tech problems:
@aldrahill Yes, our german player was very lucky in our last game
There is lucky and there is a player getting 52/54 rolls which has a chance of 00.0000000000082% occurring.
You guys were probably doing something wrong, and if you weren’t, you shouldn’t be trying to balance it around an exceptional set of luck.
There is nothing in the rules that state you are allowed to switch to a new tech line
The part of the rulebook that says “For each tech roll, select a tech and roll…” (paraphrasing) lack of conditions regarding switching, says you are allowed to switch.
@trig said in The FAQ Thread:
bases. Does this apply to your allies as well?
For instance, if the UK has radar and the US has 4 fighters in London, as well as 2 UK fighters, what happens? Do they all get to scrabble? Or just 3 US and the UK ones? Just 3 of them?
I think they can scramble all of them. Radar affects the air bases, not the fighters (in this capability)
Oh one more thing i wanted to mention if you are to build your set on the cheap.
Bingo Counters. You can get multi-coloured sets of these little educational counters for cheap on amazon and then use the different colours for your specialist infantry; Yellow = Militia, Blue = Marines, Green = Airbourne, etc. I also use the reds for a nations unique unit; IE Gukras, Foreign Legion, Panzergrens.
Just glue them onto your infantry/vehicles and youre good to go.

@vondox said in Amphibious Assault Clarification:
Playing V3 rules the LAND units would have been required to take the first loss not the planes.
I don’t think that what the rules say, its seems to me that you can either choose to take double casualties on the land units or take a hit on the plane. While certainly you would always wish to do the former, but there may be situations when the latter is more important.
Example:
If two defending hits are scored, and since the amphibious units must be assigned hits, you take 1 hit on the marine and 1 hit on the infantry; the hit on the infantry would normally be doubled, but only on amphibious units, so it doesn’t roll over to your other force.
Also in your example the artillery would still get first strike.
Basically, any hits fighters or jets get on the first round of combat must be applied to planes.
To be pedantic hits fighters or jets get on the first round of combat must be applied to planes first, if the planes are killed, the casualties roll over to other units.
I think if you wanted to buff strategic bombers you could allow them to target multiple facilities in a turn. IE instead of 2d6 at one target, it could choose to do 1d3/6 to two targets.
You may wish to represent its short range by making it unable to use an airbase to scramble to adjacent zones.
Also Iwillnevergrowup (as you can see advertised to the right ---->) has some cheap pieces.
I don’t think their quality is a good as advertised, but they are cheap.
I think the rule should be interpreted as, fighters can always scramble to their territory they are in, but need an undamaged airbase to scramble to adjacent territories.
@trig Also other downsides of putting Rome inland: