Think my Dad was at Alamein though not sure what unit. Not sure all the guys on our side would have wanted to be called Commonwealth !
So T1, the plan is to move up to contact without any combats and then hopefully on T2 to grab a few fortified hexes and get some units across the minefield without taking a hit. The minefield slows down movement by about 14 MPs and has a readiness hit.
So just bombard some Axis artillery and get my guys into position.
Not really sure what do do with the air force, so just put them all on interdiction and AS. To my surprise on the second action segment they went and bombed the Axis airfields. So now I know to set the off the PO.
Any advice and suggestions welcome, the AR is running one turn behind the action.
Question - when you get a cooperation penalty for a combat, does that apply to all units or just the specific ones it is listed for ?
In other words, can you make an attack worse by adding in some foreigners or do you always get at least some small advantage ?
Am guessing it is good not to overuse artillery during a turn. If you say make 3 attacks with them will they be less powerful during the opponents/your next turn ?
I can see they get weaker for progressive attacks.
Can you save part way through a move, if so how ?
