Empire of the Sun with Advance After Combat - Part 2

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  • เผยแพร่เมื่อ 28 ธ.ค. 2024

ความคิดเห็น • 10

  • @JaugerPlays
    @JaugerPlays 2 ปีที่แล้ว +1

    I know this is old so it's before the River Kwai rule addition. But in reaction to Toenails, Japan could add +1 to the efficiency of its reaction? Or is that only during their own offensives?

    • @johnsteidl293
      @johnsteidl293  2 ปีที่แล้ว +1

      I don't recall the older rules, but the latest version 13.79 Kwai rule only refers to an activating HQ, it doesn't say it has to be an offensive HQ.

  • @horrido666
    @horrido666 9 ปีที่แล้ว

    Question on air parity. The rule is...
    9.2.F.4. To allocate hits to Air, CV, CVL, and CVE unit that are not in the
    battle hex containing opposing naval units (they are either outside
    the battle hex or the battle hex contains no opposing naval units),
    there must be one friendly Air, CV, CVL, and CVE unit in the battle
    for each such unit that has hits applied on it.
    So this only applies if the target hex has opposing naval units in the battle hex?

  • @jwboone62
    @jwboone62 9 ปีที่แล้ว +1

    For determination for Ground Combat victory, would you include Ground Unit Steps lost due to unopposed Air/Naval units against Ground units?

    • @johnsteidl293
      @johnsteidl293  9 ปีที่แล้ว

      No. Only steps lost in the actual ground combat are counted.

  • @jasonburnette4325
    @jasonburnette4325 9 ปีที่แล้ว +1

    I learned a lot

  • @johnsteidl293
    @johnsteidl293  9 ปีที่แล้ว +1

    No. The intent of the rule is that you can hit any number of enemy air/CV units that are in the battle hex, but you can only hit units participating from outside the battle hex to the extent you can match them with your own air/CV units. EXAMPLE: Suppose the Allies use two BBs to attack a hex with two Japanese air. (Probably not smart, but it makes a simple example.) If the Japanese cannot or chooses not to activate the air, and both of them remain in the battle hex, the Allied player can hit both of them. If one of them activates and moves out to participate from range, the Allies can only hit the one remaining in the battle hex. If both air activate and leave the hex to participate from range, the Allies cannot damage either of them. If the Allies had attacked with two or more air and/or CVs instead, they could damage both Japanese air units in all of those situations. Finally, if the Allies attacked with one BB and one CV, they would be limited to damaging one Japanese air unit in the situation where both of the air units react out of the hex. Check out the short hit allocation video if you haven't seen it yet.

    • @horrido666
      @horrido666 9 ปีที่แล้ว

      John Steidl That's what I thought, but the wording in the rule prompted the question, specifically "...that are not in the battle hex containing opposing naval units...". Just wanted to make sure I had it right. Thanks for the answer, and thanks for these videos. Please keep them coming.

  • @jwboone62
    @jwboone62 9 ปีที่แล้ว

    Why did you pin the Japan 15th Army, when earlier you said it would be OOS for Reaction? Also when Reacting, why couldn't you have used the two Japan Naval Air units instead of the single Japan Army Air unit for Reaction? Great videos by the way.

    • @johnsteidl293
      @johnsteidl293  9 ปีที่แล้ว

      +John Boone The 15th Army is out of supply after the Allies take Mandalay, but it's still in supply for reaction purposes if the Allies attack Mandalay. You are correct about the air. Under ISR, the Japanese could choose to react either the army air unit or the two naval air units, so there is definitely a choice here.