Extraneous
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2x TERR in Egypt or Palestine: Egypt TERR (2-4), Egypt TERR (3-2), and Palestine TERR (1-3). Note: these TERR are also listed as being able to be selected under "on the Europe or Africa Maps". Is this true? 24.4.7 The Global War: Sep/Oct 1939 ~ Jul/Aug 1945 Order of Set up 1. The USA 2. The USSR 3. Italy 4. China 5. The Commonwealth 6. France 7. Japan 8. Germany Availability Pools 1(0)x ARM: WDF (Western Desert Force) ARM (7-6) 2(1)x MECH: XV MECH (6-6) and VIII MECH (7-6). 1x MECH in the United Kingdom. 3(2)x MOT: IV MOT (7-4), XI MOT (6-5), and 1st Canadian MOT (7-4) 2x MOT in the United Kingdom. 6(3)x INF: III INF (6-4), V INF (5-4), 13th Indian INF (4-3), 16th Indian INF (3-3), and 1st South African INF (5-3 1x INF (see Reserve Pools below). 1x INF on the Asia or Pacific Maps (must be Indian) 1x INF Anywhere 8(4)x MIL: Rangoon, Burma MIL (2-2), Montreal, Canada MIL (5-2), Bombay, India MIL (6-2), and Auckland, New Zealand MIL (2-3) 4x MIL Reserve Pools (see below). 3(1)x GARR: 6th Canadian GARR (3-1) and 7th Indian GARR (5-1) 1x GARR (see Reserve Pools below). 17(6)x TERR: Canada TERR (3-2) and Canada TERR (4-3) 2(8)x TERR on the Europe or Africa Maps: A. E. Sudan (Anglo-Egyptian Sudan) TERR (2-3), Aden TERR (1-2), British Somaliland TERR (1-2), Egypt TERR (2-4), Egypt TERR (3-2), Kenya TERR (3-3), Northern Ireland TERR (2-2), Northern Rhodesia TERR (2-4), Nigeria TERR (4-2), Nigeria TERR (2-3), Palestine TERR (1-3), Rhodesia TERR (3-4), Sierra Leone TERR (2-2), South Africa TERR (2-4), South Africa TERR (4-3), Cape Town, South Africa MIL (3-2). Tanganyika TERR (2-3), and Uganda TERR (2-4). 1(7)x TERR on the Asia or the Pacific Maps: Australian TERR (3-4), Australian TERR (4-3), Burma TERR (1-3), India TERR (4-2), India TERR (3-3), India TERR (2-4), and New Zealand TERR (3-3). 2x TERR in Egypt or Palestine: Egypt TERR (2-4), Egypt TERR (3-2), and Palestine TERR (1-3). Note: these TERR are also listed as being able to be selected under "on the Europe or Africa Maps". 1x TERR on any map. 1(0)x CAV: Guards CAV (3-5). 4(2)x Guns: Bofors AA (2-4), 4.5 inch ART (3-4), 6 pounder ART (2-4), and 25 pounder ART (2-4). 1x Gun in the United Kingdom 1x Gun Anywhere 1x ENG Anywhere: Royal Engineers ENG (2-5) Ship Type Ship Name (attack, defense, anti-aircraft, shore bombardment, carrier capacity, Movement-Range) 10x Aircraft Carriers: 3x on the Europe or Africa Maps, 3x on the Asia or the Pacific Maps, 2x Production Circle Aircraft Carrier HMS Implacable (1,4,3,0,3 Green,6-5) Aircraft Carrier HMS Indefatigable (1,4,2,0,3 Green,6-5) 4x Light Aircraft Carriers: 2x Europe or Africa, 1x Asia or the Pacific Light Aircraft HMS Carrier Unicorn (1,7,2,0,1 Light Blue,4-4) 23x Battleships: 12x Europe or Africa Maps, 3x Asia or the Pacific Maps, 1x Construction pools, 1x Repair pools, 4x Production Circle Battleship HMS Lion (8,1,3,3,0,5-3) Battleship HMS Temeraire (8,1,3,3,0,5-3) 33x Heavy Cruisers: 11x Europe or Africa, 12x Asia or the Pacific, 2x North and South America, 3x Construction pools, 3x Repair pools, 2x Production Circle Heavy Cruiser HMS Bermuda (2,7,2,1,0,5-5) Heavy Cruiser HMS Ceylon (3,7,1,0,0,5-5) Heavy Cruiser HMS Erebus (1,9,1,2,0,3-2) Heavy Cruiser HMS Gambia (3,7,1,1,0,5-3) Heavy Cruiser HMS Jamaica (3,7,1,0,0,5-5) Heavy Cruiser HMS Newfoundland (2,7,2,0,0,5-5) Heavy Cruiser HMS Terror (1,9,1,2,0,3-2) Heavy Cruiser HMS Uganda (3,7,2,1,0,5-5) 52x Light Cruisers: 21x Europe or Africa, 6x Asia or the Pacific, 6x North and South America, 4x Construction pools, 1x Repair pools, 2x Production Circle Light Cruiser HMS Ajax (2,7,1,1,0,6-5) Light Cruiser HMS Charybdis (1,8,2,0,0,6-3) Light Cruiser HMS Danae (2,8,0,0,0,5-2) Light Cruiser HMS Durban (1,8,0,0,0,5-2) Light Cruiser HMS Euryalus (1,8,1,0,0,6-3) Light Cruiser HMS Sirius (1,8,2,1,0,6-3) Light Cruiser HMS Argonaut (1,8,1,0,0,6-3) Light Cruiser HMS Bellona (1,9,1,0,0,6-3) Light Cruiser HMS Black Prince (1,9,2,0,0,6-3) Light Cruiser HMS Diadem (1,9,2,0,0,6-3) Light Cruiser HMS Scylla (1,8,1,0,0,6-3) Light Cruiser HMS Spartan (1,8,1,0,0,6-3) 5(1)x ASW: HMCS ASW (1,10,0,0,0,.2-2), HMCS ASW (1,10,0,0,0,.2-2), HMCS ASW (1,10,0,0,0,.2-2), HMCS ASW (1,9,0,0,0,.2-2) 1x ASW Europe or Africa: ASW (2,9,0,0,0,2-2) 11x TRS: TRS (0,5,0,0,3-2), TRS (0,5,0,0,3-3), TRS (0,5,1,0,3-3), 2x TRS (0,5,1,0,4-3), 3x TRS (0,5,0,0,4-3), 2x TRS (0,5,0,0,4-4), TRS (0,5,1,0,4-4), May trade one TRS for Queen Mary/Elizabeth (0,5,2,0,6-5) (Carries INF class only) 6x AMPH: AMPH (0,5,0,0,0,4-2), AMPH (0,5,2,0,0,4-2), 4x AMPH (0,5,1,0,0,4-3) # available (# set up, # drawn) Aircraft type (Air to Air, Air to Ship, Tactical, Strategic bombardment, Range) 10(2,4)x FTR2: 2x Boulton Paul Defiant P82 (Night fighter) (3,0,0,0,3), Gloster Gladiator (3,0,0,0,4), 2x Hawker Hurricane I (4,0,0,0,3), Hawker Hurricane IIA (5,0,1,0,3), Supermarine Spitfire I (4,0,0,0,3), Supermarine Spitfire I (5,0,0,0,3), Indian F2A Buffalo (3,0,0,0,7), P-40 Tomahawk I (3,0,0,0,5) 3(1,2)x LND2: Fairey Battle (0,1,2,0,6), Fairey Battle (1,1,2,0,6), Vickers Wellesley (1,0,1,2,8) 13(1,5)x LND3: Avro Anson (1,0,1,2,5), Avro Anson (0,0,1,1,5), Bristol Blenheim Mk.I (1,0,2,0,8), Handley Page Hampden (2,1,3,3,7), Handley Page Hampden (1,2,3,3,7), 2x Vickers Wellington Mk.I (2,1,3,3,6), Martin A-22 Maryland (2,1,3,1,7), Bristol Blenheim Mk.IV (3,1,2,1,14), Bristol Blenheim Mk.IV (2,1,3,1,14), Douglas DB-7 Boston I (Havoc) (2,1,3,0,9), Armstrong Whitworth Whitley (1,0,2,5,5), Armstrong Whitworth Whitley (1,1,2,4,5) 8(0,1)x NAV2: Fairey Albacore (1,3,1,0,4), Bristol Beaufort Mk.I (1,3,2,0,11), Blackburn Skua II (1,1,1,0,6), Short Sunderland (3,1,1,1,20), Short Sunderland (3,2,2,1,20), Fairey Swordfish (0,3,1,0,4), Fairey Swordfish (0,4,1,0,4), Vickers Vildebeest (0,1,2,0,9) 5(1,1)x ATR: 2x Douglas C-47 Dakota (0,0,0,0,15), Canadian Douglas C-47 Dakota (0,0,0,0,15), Handley Page Harrow (0,1,2,2,9), Vickers Warwick (2,0,1,0,16) 26x CVP: 14x CVP (Light Blue): 2x Blackburn Baffin (0,2,0,0,2), 2x Blackburn Baffin (1,2,0,0,2), 2x Hawker Nimrod (1,1,0,0,3), 2x Hawker Nimrod (2,0,0,0,4), 2x Hawker Nimrod (2,1,0,0,3), Hawker Osprey (0,1,0,0,2), 2x Hawker Osprey (0,0,0,0,3), Hawker Osprey (1,0,0,0,3) 6x CVP (Orange): 2x Gloster Gladiator (3,0,0,0,4), 2x Fairey Swordfish (0,3,0,0,2), 2x Fairey Swordfish (2,2,0,0,3) 6x CVP (Green): 2x Gloster Gladiator (3,1,0,0,4), 2x Fairey Swordfish (1,3,1,0,2), 2x Fairey Swordfish (2,3,1,0,2) Aircraft Carriers can only stack two CVP and cannot exceed stacking limits. CVP Stacking points: Light Blue = 1, Orange= 2, Green = 3 16(8,8)x CVP: 4x CVP (Light Blue): 2x Blackburn Baffin (1,2,0,0,2), 2x Hawker Nimrod (2,1,0,0,3) 6x CVP (Orange): 2x Gloster Gladiator (3,0,0,0,4), 2x Fairey Swordfish (0,3,0,0,2), 2x Fairey Swordfish (2,2,0,0,3) 6x CVP (Green): 2x Gloster Gladiator (3,1,0,0,4), 2x Fairey Swordfish (1,3,1,0,2), 2x Fairey Swordfish (2,3,1,0,2) Reserve Pools 1x INF: II INF (6-4). 1x GARR: XLV GARR (4-1). 4x MIL: Sydney, Australia MIL (6-2), Delhi, India MIL (3-3), London, England MIL (5-3), and Manchester, England MIL (4-2). Europe or Africa Maps 2x TERR Aircraft Carrier HMS Ark Royal (1,6,2,0,3 Green,5-4) Aircraft Carrier HMS Courageous (1,6,2,0,2 Orange,5-3) Aircraft Carrier HMS Furious (1,6,2,0,2 Orange,5-3) Light Aircraft HMS Carrier Argus (1,9,0,0,1 Light Blue,4-2) Light Aircraft HMS Carrier Hermes (1,7,0,0,1 Light Blue,4-2) Battleship HMS Barham (6,4,1,2,0,4-4) Battleship HMS Hood (7,3,2,2,0,5-3) Battleship HMS Nelson (7,2,2,3,0,4-3) Battleship HMS Resolution (5,4,1,3,0,4-4) Battleship HMS Revenge (6,4,2,2,0,4-4) Battleship HMS Royal Oak (6,4,1,3,0,4-4) Battleship HMS Warspite (6,3,2,2,0,4-4) Battleship HMS Ramillies (5,4,2,2,0,4-4) Battleship HMS Renown (6,4,3,2,0,5-3) Battleship HMS Repulse (5,5,1,2,0,5-2) Battleship HMS Rodney (7,2,1,4,0,4-3) Battleship HMS Royal Sovereign (6,4,1,2,0,5-3) Heavy Cruiser HMS Belfast (3,6,2,0,0,6-6) Heavy Cruiser HMS Edinburgh (3,6,2,1,0,6-6) Heavy Cruiser HMS Effingham (2,7,2,1,0,5-4) Heavy Cruiser HMS Exeter (3,6,1,1,0,6-4) Heavy Cruiser HMS Glasgow (3,6,1,1,0,6-6) Heavy Cruiser HMS Hawkins (1,7,1,0,0,5-4) Heavy Cruiser HMS Norfolk (3,6,1,1,0,6-6) Heavy Cruiser HMS Newcastle (2,6,1,0,0,6-6) Heavy Cruiser HMS Sheffield (3,6,2,0,0,6-6) Heavy Cruiser HMS Southampton (3,6,1,1,0,6-6) Heavy Cruiser HMS York (2,6,1,0,0,6-4) Light Cruiser HMS Arethusa (3,8,1,1,0,6-3) Light Cruiser HMS Aurora (2,8,1,1,0,5-2) Light Cruiser HMS Cairo (1,8,1,0,0,5-2) Light Cruiser HMS Calcutta (1,8,1,0,0,5-2) Light Cruiser HMS Caledon (1,8,1,0,0,5-2) Light Cruiser HMS Calypso (1,8,0,0,0,5-2) Light Cruiser HMS Capetown (1,8,0,0,0,5-2) Light Cruiser HMS Caradoc (1,8,0,0,0,5-2) Light Cruiser HMS Cardiff (1,8,0,0,0,5-2) Light Cruiser HMS Carlisle (1,8,1,0,0,5-2) Light Cruiser HMS Ceres (1,8,0,0,0,5-2) Light Cruiser HMS Colombo (1,8,1,0,0,5-2) Light Cruiser HMS Curlew (1,8,1,0,0,5-2) Light Cruiser HMS Delhi (1,8,1,0,0,5-2) Light Cruiser HMS Diomede (1,8,0,0,0,5-2) Light Cruiser HMS Dragon (2,8,0,0,0,5-2) Light Cruiser HMS Dunedin (1,8,0,0,0,5-2) Light Cruiser HMS Emerald (2,7,1,1,0,6-3) Light Cruiser HMS Enterprise (2,7,1,1,0,6-3) Light Cruiser HMS Galatea (1,8,1,1,0,6-3) Light Cruiser HMS Penelope (2,8,1,1,0,5-2) 1x ASW In Egypt or Palestine Wavell HQ-A (5-2-4) 2x TERR Asia or the Pacific Maps 1x Indian INF 1x TERR 1x Oil Aircraft HMS Carrier Glorious (1,6,3,0,2 Orange,5-3) Light Aircraft HMS Carrier Eagle (2,6,1,0,1 Light Blue,4-2) Battleship HMS Malaya (6,4,1,3,0,4-4) Heavy Cruiser HMAS Australia (3,6,1,1,0,5-5) Heavy Cruiser HMS Birmingham (2,6,2,1,0,6-6) Heavy Cruiser HMAS Canberra (3,6,1,1,0,5-5) Heavy Cruiser HMS Cornwall (2,6,2,1,0,5-5) Heavy Cruiser HMS Devonshire (3,6,0,1,0,6-6) Heavy Cruiser HMS Dorsetshire (3,6,2,1,0,6-6) Heavy Cruiser HMS Gloucester (3,6,1,0,0,6-6) Heavy Cruiser HMS Kent (2,6,2,1,0,5-5) Heavy Cruiser HMS Liverpool (3,6,2,1,0,6-6) Heavy Cruiser HMS Manchester (2,6,1,1,0,6-6) Heavy Cruiser HMAS Shropshire (3,6,2,1,0,6-6) Heavy Cruiser HMS Sussex (3,6,1,1,0,6-6) Light Cruiser HMAS Adelaide (1,8,0,1,0,4-2) Light Cruiser HMS Coventry (1,8,1,0,0,5-2) Light Cruiser HMAS Hobart (2,7,1,1,0,6-3) Light Cruiser HMNZS Leander (2,7,1,1,0,6-5) Light Cruiser HMAS Sydney (2,7,1,1,0,6-3) North and South America Heavy Cruiser HMS Berwick (3,6,1,0,0,5-5) Heavy Cruiser HMS Cumberland (2,6,1,1,0,5-5) Light Cruiser HMNZS Achilles (2,7,2,0,0,6-5) Light Cruiser HMS Despatch (2,8,0,0,0,5-2) Light Cruiser HMS Dauntless (1,8,0,0,0,5-2) Light Cruiser HMS Neptune (2,7,1,0,0,6-5) Light Cruiser HMS Orion (2,7,0,1,0,6-5) Light Cruiser HMAS Perth (2,7,1,0,0,6-3) Anywhere 1x INF 1x ENG 8x CVP 5x Pilots 4x TRS 2x Submarines 81x CP (or Tankers) 1x Oil Reserve Pools 1x INF: II INF (6-4). 1x GARR (XLV GARR (4-1). 4x MIL: Sydney, Australia MIL (6-2), Delhi, India MIL (3-3), London, England MIL (5-3), and Manchester, England MIL (4-2). Construction pools Aircraft HMS Carrier Formidable (1,5,3,0,2 Orange,5-3) Aircraft HMS Carrier Victorious (1,5,3,0,2 Orange,5-3) Battleship HMS Iron Duke (5,5,1,2,0,4-3) Battleship HMS King George V (7,2,2,3,0,5-3) Battleship HMS Prince of Wales (7,2,2,2,0,5-3) Heavy Cruiser HMS Kenya (2,7,2,0,0,5-5) Heavy Cruiser HMS Mauritius (3,7,1,1,0,5-5) Heavy Cruiser HMS Nigeria (3,7,1,1,0,5-5) Light Cruiser HMS Dido (1,8,1,1,0,6-3) Light Cruiser HMS Euryalus (1,8,1,0,0,6-3) Light Cruiser HMS Hermione (1,8,1,1,0,6-3) Light Cruiser HMS Naiad (1,8,1,1,0,6-3) Light Cruiser HMS Phoebe (1,8,1,0,0,6-3) Repair pools Battleship HMS Queen Elizabeth (6,3,3,2,0,4-4) Heavy Cruiser HMS Frobisher (2,7,1,1,0,5-4) Heavy Cruiser HMS London (3,6,2,1,0,6-6) Heavy Cruiser HMS Suffolk (3,6,1,1,0,5-5) Light Cruiser HMS Curacoa (1,8,1,0,0,5-2) Production Circle Nov/Dec Battleship HMS Valiant [fu] (5,5,1,2,0,4-3) 1 CP 2x NAV2 1x Pilot Jan/Feb Battleship HMS Anson [fd] (7,2,3,2,0,5-3) Battleship HMS Duke of York [fd] (7,2,3,3,0,5-3) Submarine [fd] Mar/Apr Aircraft Carrier HMS Indomitable [fd] (2,5,2,0,2 Orange,5-3) Battleship Howe [fd] (7,2,3,3,0,5-3) Heavy Cruiser HMS Trinidad [fd] (2,7,1,1,0,5-5) Light Cruiser HMS Cleopatra [fd] (1,8,2,0,0,6-3) 1x CP May/Jun Aircraft Carrier HMS Illustrious [fu] (1,5,3,0,2 Orange,5-3) Heavy Cruiser HMS Fiji [fu] (2,7,1,0,0,5-5) Light Cruiser HMS Bonaventure [fu] (1,8,1,0,0,6-3) A. REINFORCEMENT STAGE B. LENDING RESOURCES STAGE C. INITIATIVE STAGE D. ACTION STAGE 6. Initiative Stage In this stage you work out which side has the initiative. This affects who has the first impulse and who goes first in various other activities. Once you have the initiative, you keep it until this stage of next turn. 6.1 Determining initiative Each side rolls a die. The space the marker occupies on the initiative track will give one side or the other a modifier (except in the middle space). The side with the higher modified roll wins the initiative. If tied, the side that has the initiative from the previous turn loses. The initiative track will indicate if you can demand a re-roll. If any active major power on a side demands a re-roll, move the marker one space towards the other side’s end of the track. Both sides now re-roll (with the new modifiers). The re-roll stands - there can be no further re-rolls. Turn the marker to the side that has won the initiative. 6.2 Effect of Initiative The side that won the initiative now decides which side has the first impulse of this turn. That side is called ‘the first side’ the other side is called 'the second side'. Note: who goes first doesn’t affect who has the initiative. Usually, you will want to go first because there is always something you ‘just have to do immediately’. However, you might let the other side go first if you want to move the initiative marker toward your end of the track ~ if they go first and last in the turn, it moves towards you. This can be important if you want to secure the first move in a later turn (e.g. Germany’s first turn of war with the USSR). If all players on the side winning the initiative cannot agree as to which side should go first, the major power with the highest production last turn from that side, decides. quote:
My Notes: If the all Major powers on 'the first side' pass on their first impulse and a 2 or less is rolled it ends the Action Stage. 'The second side' would not get an Action Stage for that turn. Imagine what happens when the side that has the initiative chooses to be 'the second side' on one turn and on the next turn retains the initiative and chooses to be 'the first side'. Determineing the Weather Sep/Oct Artic: Fair (1), Fair (1), Fair (1), Fair (1), Rain (1), Rain (2), Rain (2), Rain (2+1), Storm (2+1), Storm (2+2), Snow (3+2), Blizzard (3+2) North Temperate: Fair (1), Fair (1), Fair (1), Fair (1), Fair (1), Fair (2), Rain (2), Rain (2+1), Rain (2+1), Storm (2+2), Storm (3+2), Snow (3+2) Mediterranean: Fair (1), Fair (1), Fair (1), Fair (1), Fair (1), Fair (2), Fair (2), Fair (2+1), Rain (2+1), Rain (2+2), Rain (3+2), Storm (3+2) Northern Monsoon: Fair (1), Fair (1), Fair (1), Fair (1), Rain (1), Rain (2), Rain (2), Storm (2+1), Storm (2+1), Storm (2+2), Storm (3+2), Storm (3+2) Southern Monsoon: Fair (1), Fair (1), Fair (1), Fair (1), Fair (1), Fair (2), Fair (2), Fair (2+1), Fair (2+1), Rain (2+2), Rain (3+2), Storm (3+2) Southern Temperate: Fair (1), Fair (1), Fair (1), Fair (1), Fair (1), Fair (2), Fair (2), Fair (2+1), Fair (2+1), Rain (2+2), Rain (3+2), Rain (3+2) Nov/Dec Artic: Fair (1), Fair (1), Rain (1), Rain (2), Storm (2), Snow (2+1), Snow (2+1), Snow (2+1), Blizzard (3+2), Blizzard (3+2), Blizzard (3+2), Blizzard (3+2) North Temperate: Fair (1), Fair (1), Fair (1), Rain (2), Rain (2), Storm (2+1), Snow (2+1), Snow (2+1), Snow (3+2), Snow (3+2), Blizzard (3+2), Blizzard (3+2) Mediterranean: Fair (1), Fair (1), Fair (1), Fair (2), Fair (2), Rain (2+1), Rain (2+1), Rain (2+1), Storm (3+2), Snow (3+2), Snow (3+2), Blizzard (3+2) Northern Monsoon: Fair (1), Fair (1), Fair (1), Fair (2), Fair (2), Fair (2+1), Fair (2+1), Fair (2+1), Fair (3+2), Rain (3+2), Rain (3+2), Storm (3+2) Southern Monsoon: Fair (1), Fair (1), Fair (1), Fair (2), Fair (2), Rain (2+1), Rain (2+1), Rain (2+1), Storm (3+2), Storm (3+2), Storm (3+2), Storm (3+2) Southern Temperate: Fair (1), Fair (1), Fair (1), Fair (2), Fair (2), Fair (2+1), Fair (2+1), Fair (2+1), Fair (3+2), Rain (3+2), Rain (3+2), Rain (3+2) Weather type (A+B) A: # of boxes the Impulse marker advances after each side's impulse. B: # added to the next impulse's weather roll. quote:
Example: Impulse 1 Nov/Dec 1939 the weather roll is a 6 the weather would be: Artic: Snow (2+1) North Temperate: Storm (2+1) Mediterranean: Rain (2+1) Northern Monsoon: Fair (2+1) Southern Monsoon: Rain (2+1) Southern Temperate: Fair (2+1) What the (2+1) means is: The next Impulse would be calculated as Impulse 1 + 2 = Impulse 3. The next weather roll has 1 added to it. The First Sides Impulse The Axis or Allies who are now 'the first side' executes The Impulse. The Second Sides Impulse If the turn doesnt end the Axis or Allies who are now 'the second side' now executes The Impulse. If the turn doesnt end Go back to Determineing the Weather. The Impulse quote:
Activity limits: All Major powers (including the units of their aligned minor countries) during their impulse Unlimited Declarations of war Unlimited Naval air interception missions Unlimited Shore bombardment Unlimited Ground support missions Unlimited Headquarters reorganization Unlimited TRS re-supply These missions occur during every air mission except re-base, naval air and naval air interception -- Unlimited Combat air patrol missions -- Unlimited Escorting aircraft missions -- Unlimited Intercepting aircraft missions All Major powers (including the units of their aligned minor countries) during an enemy impulse Unlimited Combat air patrol missions Unlimited Escorting aircraft missions Unlimited Intercepting aircraft missions Unlimited Naval movement only when a unit’s base is overrun (see 11.11.6 Overruns). Unlimited Naval interception missions Unlimited Naval combat only in sea areas your opponent moved a unit into, and only if they did not try to initiate combat there. Unlimited Naval air interception missions Unlimited Shore bombardment if you are playing with defensive shore bombardment - see 11.16.2 Shore bombardment. Unlimited Ground support missions Unlimited Re-base aircraft missions only when a unit’s base is overrun (see 11.11.6 Overruns). Each Major power on the side that are executing the impulse chooses a action type of Land, Air, Naval, Combined or Pass. Neutral Major powers are limited by only being able to select a Combined or Pass Action Type. The Action Type of the individual Major power limits what actions that they can perform such as Land, Air, Naval, combats, and etc. After all the players on the executing the impulse have finished their actions you Check for the End of the Turn. If the turn ends go to E. END OF TURN STAGE Check for the End of the Turn. quote:
12. Impulse Track Impulse #. The Die roll or less necessary to end the Action Stage of the turn. Impulse 1. N/A Impulse 2. N/A Impulse 3. N/A Impulse 4. N/A Impulse 5. -1 Impulse 6. 0 Impulse 7. 1 Impulse 8. 2 Impulse 9. 3 Impulse 10. 4 Impulse 11. 5 Impulse 12. 6 Impulse 13. 7 Impulse 14. 8 If all Major powers on both sides pass 2 is subtracted from the die roll necessary to end the turn. If all Major powers on one side pass 1 is subtracted from the die roll necessary to end the turn. When the turn ends: E. END OF TURN STAGE Both sides perform these steps in this order: ... E1 Partisans (option 46) ... E2 US entry ... E3 Return to base ... E4 Final reorganisation ... E5 Production ... E6 Intelligence (option 63) ... E7 Peace ...... E7.1 Conquest ...... E7.2 Allied minor support ...... E7.3 Mutual peace ...... E7.4 Vichy declaration ...... E7.5 Liberation ...... E7.6 Surrender ... E8 Victory check (& option 30: factory destruction) quote:
Commonwealth activity limits: All Major powers (including the units of their aligned minor countries) during their impulse Unlimited Declarations of war Unlimited Naval air interception missions Unlimited Shore bombardment Unlimited Ground support missions Unlimited Headquarters reorganization Unlimited TRS re-supply These missions occur during every air mission except re-base, naval air and naval air interception -- Unlimited Combat air patrol missions -- Unlimited Escorting aircraft missions -- Unlimited Intercepting aircraft missions All Major powers (including the units of their aligned minor countries) during an enemy impulse Unlimited Combat air patrol missions Unlimited Escorting aircraft missions Unlimited Intercepting aircraft missions Unlimited Naval movement only when a unit’s base is overrun (see 11.11.6 Overruns). Unlimited Naval interception missions Unlimited Naval combat only in sea areas your opponent moved a unit into, and only if they did not try to initiate combat there. Unlimited Naval air interception missions Unlimited Shore bombardment if you are playing with defensive shore bombardment - see 11.16.2 Shore bombardment. Unlimited Ground support missions Unlimited Re-base aircraft missions only when a unit’s base is overrun (see 11.11.6 Overruns). Naval action No Rail movement Unlimited Naval movements (a naval movement is the movement of 1 task force - see 11.4 Naval movement) -- Naval moves -- Naval Embarkation -- Naval transport -- Naval combats No Land movements -- Land moves -- Paradrop -- Unlimited Debarkation (units transported directly into port debark with no land movement cost) No Land attacks -- Land attack -- Invasions -- Paradrop 3x Air missions (an air mission is the flight of 1 aircraft unit) -- Port attacks -- Naval air missions -- Strategic bombardment missions -- Ground strike missions -- Paradrop this is only possible if your ATRs are carrying units of a co-operating major power that chose a land or combined action. -- Air transport missions -- Re-base aircraft missions -- Air re-supply missions Air action 2x Rail movement (You can only rail aircraft units) it costs 1-4 rail moves to move 1 unit depending on the distance moved, see 11.10 Rail movement. No Naval movements (a naval movement is the movement of 1 task force - see 11.4 Naval movement) -- Naval moves -- Unlimited Embarkation only if a co-operating major power (that chose a naval or combined action) embarks your unit. -- Naval transport -- Unlimited Naval combats No Land movements -- Land moves -- Invasions -- Paradrop -- Debarkation No Land attacks -- Land attack -- Invasions -- Paradrop Unlimited Air missions (an air mission is the flight of 1 aircraft unit) -- Port attacks -- Naval air missions -- Strategic bombardment missions -- Ground strike missions -- Paradrop this is only possible if your ATRs are carrying units of a co-operating major power that chose a land or combined action. -- Air transport missions -- Re-base aircraft missions -- Air re-supply missions Land action 2x Rail movement (You can only rail land units or factories) it costs 1-4 rail moves to move 1 unit depending on the distance moved, see 11.10 Rail movement. No Naval movements (a naval movement is the movement of 1 task force - see 11.4 Naval movement) -- Naval moves -- Unlimited Embarkation only if a co-operating major power (that chose a naval or combined action) embarks your unit. -- Naval transport -- Naval combat (this does not deny your naval units that stayed at sea from a previous impulse the ability to make enemy naval units fight their through) Unlimited Land movement -- Land moves (a land move is the movement of 1 land unit - see 11.11 Land movement) -- Invasions (each Invasion counts as 1x Land movement) -- Paradrop (each Paradrop counts as 1x Land movement) -- Debarkation Unlimited Land attacks (a land attack is an attack against 1 enemy stack by any number of units - see 11.16 Land combat). -- Land attack -- Invasions (each Invasion counts as 1x Land Attack) -- Paradrop (each Paradrop counts as 1x Land Attack) 2x Air missions (an air mission is the flight of 1 aircraft unit) -- Port attacks -- Naval air missions -- Strategic bombardment missions -- Ground strike missions -- Paradrop (each unit that Paradrops counts as 1x Air mission) -- Air transport missions -- Re-base aircraft missions -- Air re-supply missions Combined action 1x Rail movement (You can rail land units, factories, or aircraft units) it costs 1-4 rail moves to move 1 unit depending on the distance moved, see 11.10 Rail movement. 2x Naval movements (a naval movement is the movement of 1 task force - see 11.4 Naval movement) -- Naval moves -- Unlimited Embarkation -- Unlimited Naval transport -- Unlimited Naval combat 3x Land movement -- Land moves (a land move is the movement of 1 land unit - see 11.11 Land movement) -- Invasions (each Invasion counts as 1x Land movement) -- Paradrop (each unit that Paradrops counts as 1x Land movement) -- Debarkation 1x Land attack (a land attack is an attack against 1 enemy stack by any number of units - see 11.16 Land combat) -- Land attack -- Invasions (each Invasion counts as 1x Land Attack) -- Paradrop (each Paradrop counts as 1x Land Attack) 5x Air missions (an air mission is the flight of 1 aircraft unit) -- Port attacks -- Naval air missions -- Strategic bombardment missions -- Ground strike missions -- Paradrop (each unit that Paradrops counts as 1x Air mission) -- Air transport missions -- Re-base aircraft missions -- Air re-supply missions Each unit that Paradrops counts as 1x Air mission and 1x Land movement. Each Paradrop counts as 1x Land attack.
< Message edited by Extraneous -- 11/5/2013 12:45:40 PM >
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University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
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