At 1:15:50 - The move of the 2 Marine Units from Attu to Oahu on a 2OC card play was Illegal. The maximum strategic ground transport range for those units is 10 hexes because Attu is not a Port. The Marines would need to go to Dutch Harbor first - or cool their heels in Attu. This game is hard enough for the Japanese without the Allies cheating!
Really enjoying these videos, Mark....keep em coming! :) Just a couple of notes about pronunciation of places in the Philippines: Davao is pronounced DA-vow (rhymes with cow) Jolo is Ho-LO and Panay is PA-nigh. There! Now you are totally hip with the local lingo! :)
0:51.14 You said that the Allies rolled a 4 for damage, minus 1 is a 3 result for 1x damage, but this should have been 0.5x result. So instead of 44 there was only 22 hits against Japan means only 1 unit can be flipped because 2 flips would have cost 24 hits., so the Japanese would have held Hollinda. Am I correct in that interpretation? at 1:02.55 it would take 1 ASP to invade New Georgia and 2 ASP to invade Attu, using the all 3 available Allied asp's. Is that correct? 1:23 promise kept, awesome Mark!
At 51:14 - The Allies had a -1 DRM and rolled a 4. The ground combat table shows that a modified roll of 3 is a 1.0x result, so 44 hits is correct. Why do you say it should have been a 0.5x result?
At 43:00, shouldn't the AVG benefit from Operation Matador's +2 defense bonus for Allied air units? That would give it 12 defense, so the Japanese 20 strength air unit on 1/2 result should not kill it.
Good catch, "rule 8.34 No more than three friendly air and/or ground units (of any size) may be stacked in a hex." Looks like he had 2 marines, 1 army, 1 army air and 1 HQ (free), so he was overstacked by 1 unit and the air unit would have to be eliminated if the stacking was left as it is.
I am getting into this type of gaming. Still learning how to play this game before I actually commit to buying one. Are there any global ones of these game? Just curious is all.
Have a question about Japanese replacements from event cards, can you put a reduced air or naval unit with the pre war yellow dot from reduced to full strength ? Am looking at rules 11.0 and 11.1. These are cards 5, 30, 71, and 72. I have been playing it that you can from these event cards, rule 11.1 says " these units cannot accept replacements, except through an event and are marked with a single dot". Am I playing correctly ?
No, you cannot use those cards to replace Japanese pre-war (yellow dot) units. The rule is actually in place to allow play of the Allied 14th AF card (can't remember the number) which allows the AVG to get a replacement when it normally shouldn't. I think rule 11.1 can be confusing because you would think that this would allow you to use the cards you mentioned to get Japanese air replacements for the yellow dot units. I think the rule can be deleted since the Allied card explicitly states that for this card play, the AVG can take a replacement
At 1:15:50 - The move of the 2 Marine Units from Attu to Oahu on a 2OC card play was Illegal. The maximum strategic ground transport range for those units is 10 hexes because Attu is not a Port. The Marines would need to go to Dutch Harbor first - or cool their heels in Attu.
This game is hard enough for the Japanese without the Allies cheating!
Really enjoying these videos, Mark....keep em coming! :) Just a couple of notes about pronunciation of places in the Philippines: Davao is pronounced DA-vow (rhymes with cow) Jolo is Ho-LO and Panay is PA-nigh.
There! Now you are totally hip with the local lingo! :)
+John Sy Thanks John, I appreciate getting your guidance on how to pronounce the place names properly.
0:51.14 You said that the Allies rolled a 4 for damage, minus 1 is a 3 result for 1x damage, but this should have been 0.5x result. So instead of 44 there was only 22 hits against Japan means only 1 unit can be flipped because 2 flips would have cost 24 hits., so the Japanese would have held Hollinda. Am I correct in that interpretation?
at 1:02.55 it would take 1 ASP to invade New Georgia and 2 ASP to invade Attu, using the all 3 available Allied asp's. Is that correct?
1:23 promise kept, awesome Mark!
At 51:14 - The Allies had a -1 DRM and rolled a 4. The ground combat table shows that a modified roll of 3 is a 1.0x result, so 44 hits is correct.
Why do you say it should have been a 0.5x result?
Yes 3 ASP's is correct for the 3 Marine Units
At 43:00, shouldn't the AVG benefit from Operation Matador's +2 defense bonus for Allied air units? That would give it 12 defense, so the Japanese 20 strength air unit on 1/2 result should not kill it.
Good catch, that looks like a correct interpretation.
Over stacked on Hawaii, Oahu after Attu redeployment 1.16 ? Thought it is a maximum of three air / ground units.
Good catch, "rule 8.34 No more than three friendly air and/or ground units (of any size) may be stacked in a hex." Looks like he had 2 marines, 1 army, 1 army air and 1 HQ (free), so he was overstacked by 1 unit and the air unit would have to be eliminated if the stacking was left as it is.
Where can I get the expanded 11 page solo play booklet. I really need that, as I can only play the game by myself. Thanks.
I am getting into this type of gaming. Still learning how to play this game before I actually commit to buying one.
Are there any global ones of these game? Just curious is all.
War Room
Is your board under glass or perspex?
So you cannot repair damaged ships?
You can repair damaged ships, but only if they do not have a non-replaceable (yellow) dot.
Have a question about Japanese replacements from event cards, can you put a reduced air or naval unit with the pre war yellow dot from reduced to full strength ? Am looking at rules 11.0 and 11.1. These are cards 5, 30, 71, and 72. I have been playing it that you can from these event cards, rule 11.1 says " these units cannot accept replacements, except through an event and are marked with a single dot". Am I playing correctly ?
No, you cannot use those cards to replace Japanese pre-war (yellow dot) units. The rule is actually in place to allow play of the Allied 14th AF card (can't remember the number) which allows the AVG to get a replacement when it normally shouldn't. I think rule 11.1 can be confusing because you would think that this would allow you to use the cards you mentioned to get Japanese air replacements for the yellow dot units. I think the rule can be deleted since the Allied card explicitly states that for this card play, the AVG can take a replacement
thanks for the reply, makes sense to me now.