cap air

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

Moderators: Joel Billings, JanSorensen

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bud
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cap air

Post by bud »

should cap air --(land and sea base air ) --- return to base at the start of your turn -- or stay out in the sea zones that they where placed at the end of my last turn ?? -- if they are -- and mine didn`t -- then i have the save -- plz advise
JanSorensen
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RE: cap air

Post by JanSorensen »

CAP returns to base at the start of your turn - you have to send them out again if thats what you want.
bud
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RE: cap air

Post by bud »

thz jan --- but both my air and sea planes stayed out at the start of my turn -- ????? -- which i didnt recall seeing before --- so theres perhaps something afoot here -- plz advise on next step ---- thz
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Joel Billings
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RE: cap air

Post by Joel Billings »

Is it possible that you accidentally moved the planes to sea in such a way that they are cargo on friendly transports? You should be able to tell if they are linked to a transport by looking at the unit in the top pop-up box. This can happen if the air units could not reach the area by flying but had to move there strategically (via rail and transports).
All understanding comes after the fact.
-- Soren Kierkegaard
bud
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RE: cap air

Post by bud »

hummmm -- good point --- will have to replay it --- thz
bud
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RE: cap air

Post by bud »

your right -- they had blue arrows ---- must be moving too fast -- thz
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