Thank you for this. A couple of solo tries had me second guessing my understandng of the Amphib Assault Defensive modifier as I couldn't make any of them stick with it! I needed another example to prove to me how incredibly hard it is to win an Amphib Assault. This also helped me understand the options available for ground offensives.
in the latest version of the rules (v3.1) it's section 9.4B5 "9.4 Ground Combat Procedure B. How to Apply Hits 5. Offensive ground units that conducted amphibious assault..." note this only applies to offensive units, not ground units reacting amphibiously
I a ground unit moves by land into the hex and a unit does amphibious asault the hex are both attacking units half defense value and does the defender receive the +3 offensive die roll for Amphibious Transport?
The +3 applies if the reaction player had a ground unit at the beginning of the operation and the offensive player is conducting an AA. Other participating units don't change that. Only the AA units themselves are halved.
General mid-game strategy for the Allies is covered in "Playing the Allies: Pt 2". As far as hand strategy for the Allies, you'll find that scattered through the AAR of my game with Antero.
John, thanks for posting these videos. They have definitely made the learning curve less steep for this great game.
Thank you for this. A couple of solo tries had me second guessing my understandng of the Amphib Assault Defensive modifier as I couldn't make any of them stick with it! I needed another example to prove to me how incredibly hard it is to win an Amphib Assault. This also helped me understand the options available for ground offensives.
Around 17:00, shouldn't the CVL get a chance to damage the Dutch ground unit via air-naval combat, before the Japanese ground unit even attacks?
Hi Jim - an air/naval attack can never eliminate the last ground step in a hex and the Dutch regiment is only a one-step unit.
John Steidl Wow, didn’t catch that!
Excellent stuff!!!!!
At 9:34, you say amphibiously assaulting ground units' defense strengths are halved; where is that in the rules?
in the latest version of the rules (v3.1) it's section 9.4B5 "9.4 Ground Combat Procedure B. How to Apply Hits 5. Offensive ground units that conducted amphibious assault..." note this only applies to offensive units, not ground units reacting amphibiously
I a ground unit moves by land into the hex and a unit does amphibious asault the hex are both attacking units half defense value and does the defender receive the +3 offensive die roll for Amphibious Transport?
The +3 applies if the reaction player had a ground unit at the beginning of the operation and the offensive player is conducting an AA. Other participating units don't change that. Only the AA units themselves are halved.
Did you ever put out that mid game card planning video you talked about?
General mid-game strategy for the Allies is covered in "Playing the Allies: Pt 2". As far as hand strategy for the Allies, you'll find that scattered through the AAR of my game with Antero.