Prediction:
Patriots 30
Eagles 17
That looks about right to me DM. The Pats might not be flashy, but they’re really really really good and that beats flashy…They remind me of my (how the mighty have fallen) Niners back in the heyday.
Prediction:
Patriots 30
Eagles 17
That looks about right to me DM. The Pats might not be flashy, but they’re really really really good and that beats flashy…They remind me of my (how the mighty have fallen) Niners back in the heyday.
You attack from the resting/starting position. You only move the carrier after the fighters have flown off into the wild blue yonder…
#1 SBR to prevent them from continuing to stack, often times spending for tech to get heavy bombers.
#2 Build a heavy Allied invasion force
#3 Go in with a hammer, I don’t like whittling at the forces, just hold them in a static spot and build an overwhelming force, lots of little battles to whittle them down takes time.
I disagree, the importance of Karelia on the old map makes it the better choice for me. The loss of Karelia is a huge blow to Russia, and a big positive for Germany. To be frank, I’d concentrate on Karelia regardless of a vc in the Caucasus because once you take Karelia you can hit the Cau or not. Once you take Russia the Caucasus is a goner anyway…
The way the old map is setup I’d put it in Karelia. As far as fair or not, it’s not hard to take Karelia/Leningrad in the Revised edition…
If you really wanted to switch this up, for the historical reasons regarding the battle of Stalingrad, move the IC and AAgun to the Caucasus, then make the Caucasus the vc. I think that would change things up and be interesting.
A fighter (or any unit) can only engage in one combat action per turn. It can only fight in one territory. If there are multiple ships in that territory it can attack all of them. The fight takes place via rounds, generally the attackers shot, then the defenders, remove casualties, and then you continue until the attackers retreat or one side wins. So a plane can attack a transport and sub in one sea zone, but it can’t attack a transport in one sea zone and then attack a sub in another sea zone, even if it had enough movement points to allow that.
I’m starting to feel all 29 of my years considering the above… :wink:
Hi,
I’m not a revised edition expert but in regards to your questions I believe the answers are
i cant get what they mean by "when moving your air units, you may treat island groups as part of sea zones cointaning them. if the us can do that what cant the japs of british do? sorry i just started.
Air movement is the same for all nations. What they mean is flying into a sea zone with an island counts for 1 movement, flying over/onto the island counts for as a separate movement (2 total).
if a bomber attacks a space with an infantry and scores a hit, wouldthe infantry roll to see if it scored a hit on the bomber. if it did would the bomber get destroyed?
The infantry does shoot back, if it gets a hit the bomber dies.
Hey,
Normally my friends and I don’t play M84, but I can think of two things you could try. Turn the required IPC value up, I’m not exactly sure what would be fair but placing it somewhere in the 90s might do it. The other thing is to require them to acquire and hold the M84 (or higher) value thru two turns. Or, another way is to say if they reach M84 during a round, then you play through the next. So if they get to M84 on Japan’s move in round 11, they have to hold it thru round 12 to get the win, etc. At least this prevents them from blitzing thru empty territory of little value and winning before a counter-attack can be sent.