| 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. |
| |
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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