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Updated game rules for the campaign grandest fleet
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Your opinions please to this variant
We do not end running games with this variant
13%
 13%  [ 3 ]
seems to be interesting enough to give a test game
65%
 65%  [ 15 ]
there are loop holes and gaps see my posting
4%
 4%  [ 1 ]
prefer to play standard games
4%
 4%  [ 1 ]
have not space enough for double standard map
13%
 13%  [ 3 ]
Total Votes : 23

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Greyh Seer

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Joined: 16 Mar 2009

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Interesting rules for T1 and GH...do tell how they work in playtesting.
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PostMon Aug 24, 2009 10:57 pm
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Admiral Scheer

 

Joined: 07 Feb 2009

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Question About Amphibious landings?

When does the amphibious landing from a Transport take place?


a) Unload during Surface Gunnery phase

b) Unload after Surface Gunnery

c) At the end of a turn

d) none of the above

My gut tells me to follow the SA  Vital Cargo a little bit.

But I don't know really
PostTue Sep 01, 2009 5:39 am
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The_lucky_Y

 


Joined: 09 Jan 2008

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Admiral Scheer wrote:
Question About Amphibious landings?

When does the amphibious landing from a Transport take place?


a) Unload during Surface Gunnery phase

b) Unload after Surface Gunnery

c) At the end of a turn

d) none of the above

My gut tells me to follow the SA  Vital Cargo a little bit.

But I don't know really


A: Correct,immeadetly after rolling a success for seizing an island(one 6 is enough)
B: wrong
C: wrong
D: wrong

Vital cargo (its on JOB and Kinai Maru I assume) can not be used if you follow the current rules  we let it out because the advantage can be too steep if you use that SA in high numbers, its a kind of doubling the build in points.
if used in a abuse style you gain a extra 3  or 4 income every turn.
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PostTue Sep 01, 2009 6:36 am
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Admiral Scheer

 

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why is this "cargo" any different then the rest?
PostTue Sep 01, 2009 6:58 am
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The_lucky_Y

 


Joined: 09 Jan 2008

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imagine following initial setup fleet:

1x belfast and 12x JOB

You go ahead with 6 JOBs and the cruiser to seize islands, the 6 remaining are used to boost the stock of the starting island every turn until they are all gone make a netto gain of 18 points, together with a full upgraded start island you can buy the first full size  battleship at round 3 (in this example you will have a total of 45 points)

with not full upgraded islands the advantage would be much steeper...

secret cargo can oly be used once per game too and the submarine that comes with that SA is not the best one and need at least a sub bunker upgrade.

the SA of Landing ships apply in late game due to their 1944 date and at that time the most games are almost over for the looser and those units would give him not a real way out.
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PostTue Sep 01, 2009 7:41 am
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The_lucky_Y

 


Joined: 09 Jan 2008

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lend and lease aircraft for the UK with existing WAS units
with the probably first year they enter the service

B-25  1942
PBY Catalina 1941
TBF Avenger 1943
F6F Hellcat 1943
SBD Dauntless 1943
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PostSun Sep 06, 2009 8:49 pm
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The_lucky_Y

 


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rules updates are pending   due to new units from flank speed as like
Gunston Hall and T1 landing Ship.
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PostTue Sep 22, 2009 3:32 pm
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The_lucky_Y

 


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Mayor rules update in red

short version:

*1943 surface stacking limit increase abandoned
*results of removed upgrades that affects units changed
*cost of repairing ships are now aligned to the ships hull points
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PostSun Nov 01, 2009 12:45 pm
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