2 CV (32)
4 Fgt (20+2 free)
2 BB (48)
2 DD (24)
3 SS (24)
4 TP (free)
Save $2
Offensive Punch: 34
Defensive Punch: 62
Hit absorbtion: 9
2 CV (32)
4 Fgt (20+2 free)
2 BB (48)
2 DD (24)
3 SS (24)
4 TP (free)
Save $2
Offensive Punch: 34
Defensive Punch: 62
Hit absorbtion: 9
Personally I would not attack SZ2, it diverts to many resources on G1, plus germany needs to keep as much of it’s Air Force intact as possible.
ok, I’m convinced was the “(or not)” actually in the rules or did you add that?
It still seems a little vauge, since you aren’t having the transport move them to another sea zone. So it seems you should be able to bridge the troops since you don’t have to wait for the transport to move to the new location.
That’s the question, since you are loading and offloading on the same turn without the transport moving it’s one of those grey areas.
Can ground units use an allied transport to bridge troops?
          UK PLayer                USSR PLayer
USA PLayer     Beer & Tequila Shots                    Board
          German Player            Japan Player
Bottoms UP!!! :-D :-D :-D :-D :-D :-D :-D :-D :-D :-D :-D :-D
Unless you reinforce your baltic fleet on G1 you might as well write off Norway for the rest of the game.
Sorry to see you go, too bad you won’t be around when Hamdan is overturned!! :wink: :wink: :wink:
Has anybody actually played a game that was won by VC conditions (excluding the minor VC games)? Every game I’ve ever played has ended with one side surrendering.
you can also move units into an enemy seazone that contains only enemy submerged sub(s).
The rule about fgts using up their movement to land in a terrirtory with an IC & then being able to load onto a newly built carrier, effectively giving them a 5 movement range.
AA guns are never destroyed (same is true for IC’s), they only fire if enemy planes fly over during combat moves (with the exception of Rocket technology). Once they have fired at any enemy planes their job is done & they sit on the sidelines awaiting the outcome of the land battle. If the territory is captured by the attacker the AA gun becomes the attacker’s property, but can’t be moved until the attackers next turn.
When I buy a carrier for the baltic the main purpose is secure the northern flank & prevent allied landings in E. Europe. It also has the advantage of keeping any lightly defended allied fleets out of the English Channel & North sea.
The battle board even has a spot on the attaker side for transports with an attack value of Zero.
I’m a member of caspian sub, have read the paper, and I agree with U-505, Canadian Shield is just not a viable strategy against even a moderately experienced player.
you are completely free to choose what ever route you want your aircraft to take as long as they have a legal place to land. It is the rule, & the reason they provide the aircraft movement chips (although most people don’t use them).
There are no rules prohibiting it. If it is slowing down the game, player’s should work out some time limit rules.
If you load a transport with an AA & Inf for an amphibious assault does the AA gun land during combat or non-combat the rules say that all units from a transport have to land at the same time, but AA guns can’t accompany attacking forces.