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General Discussion / Re: Revisiting the game after a longer break
« Last post by John D. on October 11, 2017, 01:57:38 PM »
We looked at the Air supply - it was done on too small of a scale to reflect this within the game. We found naval supply tankers to be problematic to the game in terms of Playability and "feel".

It is a much better game without them...
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General Discussion / Re: Revisiting the game after a longer break
« Last post by Darkman on October 11, 2017, 07:45:00 AM »
 Very cool guys   8) Looking forward to give it a try.

By the way i like the changes to the Transport Planes but how about giving Transport Planes also a Supply over Air Option to maintain a Unit‘s supply?

I also seen you removed the supply Tankers? What was the Reason?
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General Discussion / Re: Revisiting the game after a longer break
« Last post by Mark on October 11, 2017, 07:26:34 AM »
Hey, Darkman -

We have been playtesting some new naval rules that the guys are talking about above for about a year.  They are not written into the main rules yet as we are still messing with them a bit. . . but overall I think it makes the naval aspects of the game much better.  We are going to play another full game here at the end of the month (Nov 4-7).  If all goes well, I'll update the rules with the new naval rules and make sure you have the new counter sheets.

Mark
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General Discussion / Re: Revisiting the game after a longer break
« Last post by John D. on October 11, 2017, 02:33:25 AM »
Hi Darkman,

There is no more hierarchy of naval fire - everything on the front line can fire simultaneously and you can pick targets.
Ships have armor ratings of 0-2 - which modifies (adds) to the die roll. Ships have either a white shield (1 hit) otr a black shield (2 hits). Ships hit in port can be "in the mud" essentially able to take an extra hot - but requiring a longer repairs time. The naval chart is updated and distinguishes between white and black shield hits.

Naval commanders that have not moved can attempt to react to ships passing within 2 sea zone of them.

New rules book will be updated soon. Naval is a more fun and dynamic!
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General Discussion / Re: Revisiting the game after a longer break
« Last post by georgemak1 on October 09, 2017, 05:18:48 PM »
Welcome back Darkman. Biggest changes are definitely the naval rules, naval battles. Pay close attention on how many spaces naval units can move in different movement phases, as they are one prop(slow) ans 2 pros (fast) naval units.Also the order of play has changed dramatically, with raids being done after all the chit draws have been drawn. Minor ones are, a few map changes, a few new leaders, transports planes can only carry paras or mnt troops but not regular inf, John st at the top of my head.
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General Discussion / Revisiting the game after a longer break
« Last post by Darkman on October 08, 2017, 10:45:54 AM »
Greetings to community  8)

Finally i have the time to join the game again.

I sadly had no free time to overview all the changes. (George sent me some new Naval rules a while ago)

Before i reread everything does anyone can share a overview to the small and big changes, the game Received after the uploaded 2015 rulebook ?

Cheers

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Rules questions from first edition / Re: When does US roll for economic damage?
« Last post by sleipner on May 15, 2017, 10:24:01 AM »
Ok. Thanks!
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Rules questions from first edition / Re: When does US roll for economic damage?
« Last post by Mark on May 14, 2017, 04:33:45 PM »
The intent was for it to happen every turn to help force the Japanese to go to war.  The economic 'attack' represents oil and steel embargo to Japan and its impact on Japan's war production.
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Rules questions from first edition / Re: When does US roll for economic damage?
« Last post by sleipner on May 12, 2017, 05:39:58 PM »
Is the economic attack a one-time thing or possible to do each turn?
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I live in Louisville, and have also been looking for players of historical games. I own both versions of this game. Let me know if you want to get together.
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