RULES UPDATE 1.2: RARE CASE: V-2 ROCKET DRAWS V-2 ROCKET. When playing with more than 1 V-2 rocket in the German arsenal deck, OR when the V-2 rocket is the only card left un-deployed in the German arsenal deck, it is possible to draw a V-2 rocket to replace a V-2 rocket which was just deployed. According to the wording on the card, the latter case would result in an endless loop of drawing and deploying V-2 rockets, thus eliminating the entire enemy arsenal deck. This was not the desired effect. So, Rules Update 1.2 now stands:

In the unusal event that a V-2 rocket is drawn to replace a previously deployed V-2 rocket, the 2nd V-2 rocket is discarded with no effect and no additional card shall be drawn to replace it.

GENERALS

HOW ARE GENERALS AND ADMIRALS USED?

1) Can Generals use more than one special in the same round?
1)Generals add a bonus to other friendly ground units just by being there. Thus, they may also attack on their firing phase. However, if they choose to use their Autokill special, they may not fire normally on the same combat round. The Autokill effectively replaces their usual attack. But always remember, whether they fire normally, or Autokill, they still add their bonus to all friendly ground units as long as they are present.
2) Do Generals with the "Autokill" special need infantry present to use this ability?
2)No. Generals who have this ability can Autokill qualifying units with no help at all. However, as with all Autokill specials, add any bonuses an enemy unit has before determining whether it qualifies or not. So, if Montgomery wants to Autokill a ground unit with a Ground defense of 4, but General Rommel is deployed in the opposing army, the target unit would have a +2 defense. This would bring the defense to 6 and thus make it no longer eligible for Montgomery's Autokill.
3) Do Generals add their bonuses to themselves?
3)No. The General cards, like most other cards do not represent a single person or piece of equipment. Rather, the General cards represent a large military unit commanded by the General. The General's bonus has already been figured into the attack and defense of his unit.

SHIPS WITH BIG
& HEAVY GUNS

WHAT'S THE PROPER WAY TO USE
SHIPS THAT HAVE BIG GUNS OR HEAVY GUNS?

 

1) Does this mean such ships can fire 3 or 4 times each round?
1)Well, yes, sort of. A ship with BIG GUNS can fire once at each TYPE of enemy units. So, the Admiral Hipper class cruiser can fire at a Ground Unit, an Air Unit, and a Sea Unit each turn. If there are no ground units present (like in the Battle in the North Atlantic), such a ship can only fire at an Air Unit and a Sea Unit. A ship with HEAVY GUNS likewise can fire at a Ground Unit, an Air Unit, and a Sea Unit...but then, it may fire yet another shot at one of those types. Some players have interpreted this rule to mean that you may only fire that fourth shot at a unit you had missed with one of the other three, this is not the case. It is actually possible for instance, to destroy 4 enemy units with one volley from a Nelson Class battleship.
2) Why do some ships with the same basic armament historically, have different attack values?
2)While bigger is usually better when talking about naval guns, there are other factors as well. Targeting is one of them. Some battleships like the Queen Elizabeth have guns that were as powerful as those on the Bismarck or Nelson, but her lack of comparative speed and her older tracking system makes her less able to employ those guns. These factors give her card a much lower Attack rating, and assigns her Big Guns rather than Heavy Guns.
3) What about support ships that have Big Guns? Can they use both specials in one round?
3)In a word, no. Support ships such as destroyers and cruisers can operate independently in which case they are treated like ships with the BIG GUNS special. They are more effective however, when they add to the attack scores of other ships. When a support ship sacrifices its attack to add to the Attack Score of another ship, it adds to ALL the attacks. Thus, a destroyer can add 2 to the Queen Elizabeth's Attack Score making her a 13 vs. Ground, a 16 against Air, and a 19 against Sea units, thus improving her chances on all three of her possible shots.
CARRIERS
HOW DO I USE MY CARRIER'S SPECIAL?

1) Fleet Carriers & Escort Carriers 1)Fleet Carriers & Escort Carriers are able to launch aircraft that assist other units in their endeavors. The Illustrious Class Fleet Carrier for instance, has 2 separate 5-point bonuses, which can be applied to either the attack of any unit, or the Air Defense of any unit. Thus, the British player might add 5 points to his destroyer’s Attack Scores, making it a 14 vs. Ground, 18 vs. Air, and 14 vs. Sea, and then turn around and add 5 points to the Fleet Carrier's own Air Defense, bringing it up to 18. Alternatively, the same carrier may not be afraid of the Luftwaffe and add all 10 points to the attack of that same destroyer, bringing it up to a formidable 19 vs. Ground, 23 vs. Air, and 19 vs. Sea. Fleet carriers may also support air or ground units, but remember, if the carrier is destroyed, any allocated bonuses from the destroyed carrier is also eliminated, even if the supported unit has not fired yet.
2) Heavy Fleet Carriers 2)Some heavy fleet carriers offer the option to sacrifice all their bonuses to make attacks against the Air Defense of a selected target. This simulates the carrier's ability to launch a group of aircraft that are not supporting any unit, but rather attacking on their own. Since this attack comes from the air, it will fire against the target's Air Defense, even though the carrier itself is a sea unit.
GROUND UNITS
WHAT ABOUT SPECIAL GROUND UNIT SITUATIONS?

1) How does infantry support work, & how is it designated? 1)Infantry, despite their low scores are vital units in Battlecards. Not only do they make some of the better tanks really scary (Autokills), but they can support other units in attack and defense. A pair of infantry units can for instance add to the attack of a British 17 pound gun, bringing it up to a 16 attack and giving it a decent shot at killing a Tiger 2, or a good shot at killing a Tiger 1. But it is in their defensive capability that they can really shine. An infantry unit supporting a German 88 makes it defense a 6- which can be a challenging shot for a 6-pound gun. Here is the rub, since infantry units fire on phase 4, how can they do any good in defense? Simple. Infantry support can be assigned AT ANY TIME before the infantry has fired. So, on firing phase 1, if the enemy targets your 88 with his artillery, you may say, "Wait, I am assigning this infantry in defense." Once assigned, however, its done until the next round. The infantry support cannot be moved until next round. The enemy on the other hand now has the option of changing targets to someone not defended by infantry. As a matter of fact, until a conflict card is actually flipped to get an action number for the shot, a target can always be switched.
2) Can artillery add to the attack of ships? 2)Yes. Artillery can add to the attack of any friendly unit. Rembemer, though, some artillery units only add to the attack against specific target types. This support could be assigned to a ship that takes several shots. For instance, a British 17 lb gun may add its support to a battleship that fires against ground, air, and sea units all in the same round. However, the bonus from the 17 lb gun will only apply to its attack against ground and sea units, since the 17 lb gun can't fire at air units.
3) If a battle requires a Non-Artillery Ground unit, what qualifies? 3)While the question may sound silly, there is a legitimate issue here. To the basic question we will answer, if it is a Ground Unit, and it does not have the word "ARTILLERY" at the top of the card, it is a non-artillery Ground unit. However, there are certain special cards like Leader cards in the standard set, Radar cards in the expansion packs, and the Massive Industry card in the pacific theatre that will not count as a non-artillery Ground Units for the purposes of such battles. This should be common sense as you cannot invade a country with these units, but a strict interpretation of the wording on the card may mislead you here. Another issue is the Self-Propelled Gun (like Jagdpanther). Although these units are classified militarily as artillery, they operate like tanks, and for the purpose of this game will satisfy the requirement for a non-artillery Ground Unit. One other note, just because a battle requires a non-artillery ground unit to begin, the attacker does not have to have one left to win it. If all the Allies have left half way through the Invasion of Normandy is artillery, that does not mean the battle is over (though it's probably not looking good!).
COUNTERATTACKS
CAN YOU CLARIFY THE COUNTERATTACK CARDS?

1) When using a counterattack, who is the aggressor, and how do prerequisites & special victory conditions apply? 1)This one can get a little tricky in some situations, so we will walk you through an example to make sure it is clear. Lets say the Germans win the Invasion of France and Belgium. Then, the Allies win the Battle for France card. The Germans may use a Counterattack card to re-fight the Battle for France, since they still own the Invasion of France & Belgium card. The Germans would be the aggressor because it was their Counterattack. If however, before they did so, the British use a Counterattack card to retake the Invasion of France and Belgium, then the Germans would not be able to Counterattack the Battle for France, until they first successfully retook the Invasion of France & Belgium card. Alternatively, if the Germans held both the Battle for France and the Invasion of France & Belgium, the British COULD Counterattack the Battle for France, because the prerequisite states that the GERMANS must hold the Invasion of France & Belgium card.
2) Can Delay Tactics or Misinformation avoid a counter attack? 2)No. Delay tactics and Misinformation specifically state that they can only be played when a Battlecard is drawn. Since a Counterattack is not a Battlecard, these cards cannot be played when a Counterattack is drawn.
3) What about counterattacking battles that have special victory conditions? 3)The Counterattack card says that the player playing the Counterattack is always the aggressor. This can present a problem on battles where there are special victory conditions. For instance, if the Germans loose the Invasion of Normandy when it is drawn, they might want to play the Counterattack card to get it back. However, Normandy has a special victory condition that states "If all allied ground units are destroyed, then the Germans win the battle". This is the case because of the incredible difficulty involved in taking normandy. Thus, when the Germans counterattack the same battle, the shoe is on the other foot. The allies are dug in and the Germans are assaulting. So, in the Counterattack, the Germans would be the aggressor, and if all German ground units are destroyed, the Allies win the battle. However, if the Germans would have won the battle in the first place, the Allies might play the Counterattack card, which would not change the stated aggressor, and therefore the special victory conditions would not be altered.
WITHDRAWING
WHAT HAPENS WHEN I WITHDRAW UNITS?

1) Where do withdrawn units go? 1) Most people seem to interpret the basic rules correctly on this issue, but the original rules don't really address this specifically. Withdrawn units are simply flipped over face down and do not participate in the current battle for its remainder. They are still considered deployed, and will be there when the next battle starts (and they are still considered part of the stack should it be a-bombed!). So, if you thought that withdrawn units went back into your reserve hand or were discarded, you were incorrect.
2) Can I withdraw some, but not all of my units? 2) Yes. When it is time to withdraw, there will be times when you will want to withdraw some of your units, but leave the rest in to fight. For instance, in the Battle of Britain, the german player may decide that his bombers are no longer of any use once the enemy anti-aircraft units are all destroyed. This is perfectly legal, since the rules state that you may withdraw "any or all" of your units during the withdrawal phase.
3) Can withdrawn subs come back next round? 3)No. Submarines who withdraw with their special abilities are just like any other withdrawn unit. They are still deployed, but no longer available for the remainder of the current battle. Just like any other withdrawn unit, they will still be there when the next battle comes up, and they are still considered part of their stack.
MISINFORMATION
CAN YOU EXPLAIN THE MISINFORMATION CARD?
1) In the original Western European Theatre, what does the note on the bottom of the card mean? 1) Nothing. Ignore it. This note has been removed from all newer versions of the same card, and will not exist in the reprint of this theatre. In essence it was not needed, difficult to explain, and caused many more problems that it was intended to solve.
2) If I play this card on a battle my opponent draws, who is the drawing player in the resulting new battle? 2) The drawing player remains the player who drew the battlecard, regardless of who plays the misinformation card.
     
 
 
 
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