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Messages - Mark

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1336
Game Design / Re: Example of Naval Combat
« on: November 08, 2005, 01:53:51 AM »
After battleship casualties have been inflicted, attacking and defending cruisers fire at each other and remove casualties.  Cruisers need a "3 or less" to score a hit.  The Japanese cruiser misses with a "4" but both Allied Cruisers score hits.  The Japanese players chooses to damage both his cruiser and his battleship.

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1337
Game Design / Re: Example of Naval Combat
« on: November 08, 2005, 01:51:32 AM »
The naval battle continues with Battleships firing and returning fire.  Only the Japanese player has a battleship and need a "4 or less" to score a hit.  The Japanese player rolls a "3" and the U.S. player chooses to take the casualty on one of his cruisers, marking it as damaged.

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1338
Game Design / Re: Example of Naval Combat
« on: November 08, 2005, 01:49:08 AM »
The surviving planes from AA make their bombing runs against their assigned targets.  Being fighters, both need a "3 or less" to hit.  The Japanese score a hit against the U.S, carrier - but the U.S. player hits the Japanese light carrier as well. . . scratch one (err, two)  flat tops!

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1339
Game Design / Re: Example of Naval Combat
« on: November 08, 2005, 01:46:18 AM »
Players assign their bombing planes to the ships they are attacking.  The Japanese assign both planes to attack the American carrier.  The U.S. player goes after the Japanese light carrier with his plane.

Next, anti-aircraft is rolled.  Both fleets have plenty of AA available to fire at each attacking plane.  The Americans get lucky and hit the Japanese bomber.  Japanese AA misses the U.S. plane.

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1340
Game Design / Re: Example of Naval Combat
« on: November 07, 2005, 03:31:03 PM »
Ships and planes that were on bombing missions are laid out on the combat board.

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1341
Game Design / Re: Example of Naval Combat
« on: November 07, 2005, 03:28:02 PM »
The Japanese player decides to bypass with one of his fighters and go after the U.S, planes on a bombing mission.  The first part of air-to-air combat is now resolved between dogfighting fighters from both sides.

In air-to-air combat, the U.S. fighter needs a "3 or less" to score a hit and rolls a "2".  The Japanese fighter also needs a "3 or less" but rolls a "4" and misses. The Japanese player needs to remove one of his air-to-air fighters as a casualty.  He chooses the fighter in air-to-air combat rather than his bypassing interceptor as it has not had a chance to fire yet.

Next, the Japanese bypassing interceptor fires at the U.S. planes on a bombing mission needing a "3 or less" to hit.  Because it is a fighter on a bombing mission, the U.S. fighter does not get to shoot back.  The Japanese player rolls a "5" and misses - the U.S. plane gets through! The U.S. fighter and the two Japanese planes assigned to bombing missions are now moved over to the Naval combat board.

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1342
Game Design / Re: Example of Naval Combat
« on: November 07, 2005, 03:17:28 PM »
The first phase in any combat is air to air combat.  The Americans have two fighters, the Japanese have three fighters and a bomber involved in the battle.  The side with the least amount of fighters (the Americans) assign their planes as either fighters or bombers, then the side with more fighters does the same.  The U.S. decides to have one plane be engaged in air to air combat with the other assigned to a bombing mission.  The Japanese assign two fighters in air to air combat and one fighter and the bomber on bombing missions.

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1343
Game Design / Example of Naval Combat
« on: November 07, 2005, 03:13:05 PM »
In Spring 1942, the Japanese decide to attack the American and British fleet in the Coral Sea.  They are attacking with their ships from the Solomon Sea as well as their planes from Rabaul and their bomber from Truk.

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1344
Strategy Tips / Re: Russia
« on: November 04, 2005, 12:32:29 PM »
Russia can be tough - but I think is one of the most fun theaters to play.
Out of the gates the Russians need to build 2 factories followed by two more factories.  Other builds up to war with Germany I would suggest would be infantry, fortifications, AT guns and when you can afford it: aa guns, fighters and artillery. I really think Artillery is a good buy for the Russians - a '3' both on the offense and the defense - and you need some offensive power for counter attacks when you need to.

Unless the Germans are doing something wacky (see posts from John), as Russia, you are pretty much hanging on for dear life until 1942 - maybe even 1943 if your Western Allies are not going on the offensive somewhere.  So don't squander your resources.  Pray Turkey does not join the Axis, or a bad situation gets worse.

I don't think you can really go too much on the offensive until the Western Allies relieve some of the pressure somewhere - take advantage of any German mistakes until then.  Others probably have additional thoughts. . .

1345
Reviews / Re: Deluxe Game Review
« on: November 03, 2005, 02:03:36 PM »
OK - so the map and pieces are nice - true. . .Wait till you play the game!

You going to be ready for GenCon? Any questions on the rules?

I hope you get to use those v-1 rockets.  They are a fun little piece - like the German merchant raider piece - just fun to use!

cheers,
Mark



1346
Strategy Tips / Re: Putting pressure on Cairo and the Suez
« on: November 01, 2005, 02:09:07 AM »
Coupling a focused German/Italian drive on the Suez with maximum U-boat builds can be a tough strategy.  Especially if it is in concert with a Japanese drive toward Samoa and the Fiji islands.  Taken all together it can cripple the UK economy and isolate all of the Middle East, India and Australia - making all those victory points easy pickings.  I think there are a few things the Allies can do to make it unhealthy for the axis though:
1) Commit enough Brits in France to have France hang on until the Summer of  Â
  Â  Â 1940 - this puts a real time crunch on the German execution strategy.
2) Get as much US Lend Lease to the UK as possible in 1940.
3) Defend forward in Egypt.  By delaying the Axis advance a turn or two in taking
  Â  Â a fortified Mersa Matruh it really slows down the Axis advance into Egypt.
4) Preserve the Royal Air Force and don't squander it in battles where the odds
  Â  Â are too far against you.
5) If the Russians can hold Kiev and mount their own general offensive in 1942,
  Â  Â even losing the Middle East won't win the Germans the game.

My take on it right for right now.
Mark

1347
Great Imperious!  I hope you find everything is in order and to your liking.  We have a couple weeks before GenCon to make you an expert - so call or email any time (well, anytime up to about 11pm EST).

cheers,
Mark

1348
Hi Craig,

The basic game is $195 and we are shipping them now - have already sent several of the basic games out and a few of the Deluxe games.

Look forward to playing it with you at one of the Cons next year!

Mark

1349
After action reports from first edition / Re: GenCon
« on: October 25, 2005, 03:03:29 PM »
AWESOME pics Marty!  Thanks!

1350
Rules questions from first edition / Rule Clarifications
« on: October 25, 2005, 03:00:09 PM »
Supply:

While neutral, the Allies may trace supply through neutral Italian owned sea zones and Italian territories (such as Ethiopia) may trace supply through Allied owned sea zones.

Likewise, while Japan is neutral (with the Western Allies), Britain and the US can trace supply through Japanese owned sea zones.  Therefore Hong Kong is considered in supply until Japan and Great Britain are at war.

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