ORIGINAL: hakon
Just a couple comments:
CVP cost: When playing with pilots, some late war planes cost 2bp. When playing without pilots, i believed the cost was printed cost minus 2, but i may be wrong here.
Partisans: Instead of listing paradrop as a posiblity into a partisan held hex, it should be listed as a possibility to do air rebase into the hex. Air rebase has the following advantages:
- Mountain corps and inf divs can be air rebased (but not paradropped)
- When rebased into a hex, a para/mtn corps wil excert ZOC into nearby hexes, making it much easier to put enemy corps out of supply
- An air rebased unit can participate in a land attack just after landing, if they are in supply
Such use of partisan/air rebase can potentially create huge out of supply pockets of axis units during a 1943/1944 russian reconquest of her motherland.
Partisans: The disadvantages section should be renamed into restrictions section. Having partisans has no real disadvantages, unless you should face something really odd, like stacking problems, or making easy training targets for building soviet GBA's
Air offensives: I think that the ability that the HQ's will have to MOVE when playing an air offensive is rather restricted. Even air rebase, requires a land move, IIRC.
CVP costs when playing with pilots are either 0 or 1.
I believe you mean air transported, not air rebased. Your point is a good one, nonetheless. I'll add something about this 'trick' so newbies aren't completely surprised when they first encounter it.
I meant the disadvantages of depending on partisans to accomplish tasks. I'll look at that wording again (but 'restrictions' doesn't seem right to me either).
Patrice had some comments about an HQ being designated for an Offensive Chit, but the chit not actually being applied until after the impulse is underway. Personally, I am a little fuzzy on all that.