Rules and Important Clarifications
Posted: Tue May 11, 2021 2:17 am
This is a set of rule clarification and important items I have collected from the forum and from the manual. It is accurate, as far as I can make it, for 1.00.01. Last Updated 5/12/2021
Items in Red have been stated by Alvaro
It is not a strategy guide or tips guide.
General Unit Information
--The game picks one unit and provides it reinforcements (increased strength). Once it is fully reinforced (full strength) it then spends points to upgrade the unit. If there are not enough production points to upgrade the unit it will try to reinforce other units.
-- Units reinforce 20% of their max a turn.
-- Putting a unit in Garrison saves Production, Logistics, and Supply. They attack at 50% and move at 50% value. If you do not have enough production in your stockpile you might not be able to get it out of garrison status.
How to tell if a unit is “good.”
-- Strength and Effectiveness are not good measures of how “good” a unit is.
-- Strength measures how much damage a unit can take.
-- Effectiveness only measures how the unit is performing according to its maximum.
-- To find how “good” a unit it you have to look at its attack, defense, and other values.
8.1 Land Units
-- Out of supply units have -10% effectiveness, lose 20% of strength.
-- With 1 supply level -10% effectiveness
-- With 2 supply level 50% operation points.
-- Marine units do not suffer damage when invading next to enemy units. Resist invasion landing damage.
-- Parachute Corp. Must start at airfield. Have 100% or more Effectiveness. Have Clear weather. Not next to enemy Unit.
HQ’s
-- HQ’s improve combat ability based upon General at HQ.
-- HQ’s increase supply by +1 level (to max 8) within 5 hex radius.
-- HQ’s increase effectiveness recovery by +4% to units within 5 hex range.
-- HQ's can be in a transport, off shore, and still use its abilities for land units.
-- Generals can be killed.
Air Units
-- Out of supply units have -10% effectiveness, lose 20% of strength.
-- With 1 supply level -10% effectiveness
-- With 2 supply level 50% operation points.
-- Ground Attack planes are best a naval air.
-- Fighters on support fly up to their range in support on auto intercept.
-- Air units get 2 operation points on your turn and 2 operation points on opponents turn for use in interceptions. They use oil on both.
-- Air superiority unit has 1/3rd their air combat strength when flying as a bomber.
Base Range
-- Fighters and Ground Attack range 6
-- Tactical Air range 10
-- Strategic range 14.
Airstrikes
-- Only the first air strike on a land or air units may cause strength loss. Land units that are unknown never suffer a strength loss.
-- Each air strike on a land unit can also interdict its movement, making it lose 33% of its operation points
Interdiction/Interception
-- Air superiority units automatically intercept and escort withing their range if in support mode, if they have 50% strength or more.
-- Air units will conduct supply interdiction. They must be in naval mode and in support. They have to have one Operations point left.
-- Air units within 10 hexes, or less depending on their range, will intercept enemy fleets if in support naval mode, they do not need Operation points left.
Naval Units
-- Out of supply units can’t attack and defend at 50% effectiveness.
-- Each naval unit uses 1 oil except battle groups with Heavy Warships which uses 2.
-- Surface fleets will not succeed in pursuing a carrier fleet.
-- Naval units get 2 operation points on your turn and 2 operation points on your opponents turn to use for interceptions.
Night Movement
-- Must start in port.
-- Must start with 2 operation points.
-- Move 6 or fewer hexes.
Stacking Limits
-- No more than 20 units per fleet.
-- No more than 5 Submarines per fleet.
-- No more than 6 CVs per fleet.
-- CVs cannot attack if they have a transport in the fleet.
Interception-Interdiction
-- Carriers can interdict/intercept naval units, but Carriers do not intercept air units.
-- Naval units must be within 2 hexes to perform Supply Convoy interdiction and have one operation point left.
-- Fleets in fleet mode will intercept enemy naval units within 5 hex range. Fleets with 50% or less of their max strength will not intercept enemy fleets.
Invading
--Beachhead Supply: Fleet acts as supply truck for every land unit within 1 hex. Uses all remaining operation points. Puts fleet into “fleet mode.” Cannot do Beachhead Supply if it contains transports with land or air units.
-- Invaders will take 1 strength for every 10 strength points of enemy land units around the hex they are invading. If the weather is not clear this is tripled.
-- Marine divisions take half the total amount damage from invading, not combat.
CVs
-- Max air strength is double CV strength.
-- If more than half strength damage, cannot fly planes.
-- Attack supply convoys like Air units, but of course do not need to be in naval mode.
Pursuit Combat
-- Allows fleet with no operation points to still perform an attack.
-- Moving fleets must be in fleet mode.
-- Not have been intercepted,
-- Not end their move in port,
-- Not combine with another fleet.
-- Any combat is at 50% combat value.
Submarines
-- CVs and Surface units can only target a submarine if it is in a hex that is NOT all water, it must contain some land (coastal hex).
-- Sub Hunters: Fleets on a convoy route. 24 hex range. CVs add +2% bonus to escorts. Destroyers add +1% to escorts.
-- Land Air units can always attack submarines in any ocean square.
-- Submarines interdict/intercept at a range of 5 hexes.
-- Sub attacks on convoys should be done in a stack of 5.
The best utilization for subs is...
-- Move them into an area in raider mode in the ocean hexes you can't be attacked but within 1 operation point range of a potential target.
-- On the next turn have your battles.
-- Use the sub to attack a suspected fleet counter that has a damaged CV. That now has a huge target profile.
-- Or use them for convoy duty.
-- Or use them as a threat at a port.
Map
-- Single island hex blockaded by 1 naval unit.
-- Larger island ports blockaded by 3 naval units.
Ports
-- Ports size 5+ 100% protect a fleet from surface attack. Port size 1-4 get some port defense to help against surface attacks.
-- Port Supply (Port Size * 20 = Amount of Strength points supplied). It cost more supply for a unit the further the port is away from a Main Supply source. Oil using units use 20% more supply.
-- Port size 5+ can supply any number of naval units.
-- Port size 1-4 can supply number of units equal to port size
Movement
--Naval Loops, such as West Coast to Australia only take 1 turn. (Manual is Wrong)
Combat
-- Not all losses are strength losses, some losses are converted to effectiveness losses.
1:1 - 2:1 favors defender but in some strong hold positions just throwing men at the problem works.
3:1 slightly favors attackers
4:1 more favors attackers
5:1+ really favors attackers
One of the keys is keeping the effectiveness up.
Production
--Transports take 1 per strength point. Are not used up.
-- Landing Craft take 1 per strength point and are expended on use.
-- Supply Oilers supply an entire single fleet, but can be intercepted by enemy submarines within 5 hexes. Increase unit supply by +1
-- Supply Trucks take 1 per 10 strength points and are expended on use. Increase unit supply by +1 effectiveness by +4%. If you used on an HQ it supplies all land and air units within 1 hex of HQ.
-- Air Transport; 6 hex range, increases supply by +2, effectiveness by +4%
-- No more than 25% of a country’s total production and 25% of its stored oil can be traded away.
Diplomacy
--China is a Major power however, other nation's units can not enter its hexes.
If you have anything that I have missed or see something I am wrong at please inform me so I can change this.
Items in Red have been stated by Alvaro
It is not a strategy guide or tips guide.
General Unit Information
--The game picks one unit and provides it reinforcements (increased strength). Once it is fully reinforced (full strength) it then spends points to upgrade the unit. If there are not enough production points to upgrade the unit it will try to reinforce other units.
-- Units reinforce 20% of their max a turn.
-- Putting a unit in Garrison saves Production, Logistics, and Supply. They attack at 50% and move at 50% value. If you do not have enough production in your stockpile you might not be able to get it out of garrison status.
How to tell if a unit is “good.”
-- Strength and Effectiveness are not good measures of how “good” a unit is.
-- Strength measures how much damage a unit can take.
-- Effectiveness only measures how the unit is performing according to its maximum.
-- To find how “good” a unit it you have to look at its attack, defense, and other values.
8.1 Land Units
-- Out of supply units have -10% effectiveness, lose 20% of strength.
-- With 1 supply level -10% effectiveness
-- With 2 supply level 50% operation points.
-- Marine units do not suffer damage when invading next to enemy units. Resist invasion landing damage.
-- Parachute Corp. Must start at airfield. Have 100% or more Effectiveness. Have Clear weather. Not next to enemy Unit.
HQ’s
-- HQ’s improve combat ability based upon General at HQ.
-- HQ’s increase supply by +1 level (to max 8) within 5 hex radius.
-- HQ’s increase effectiveness recovery by +4% to units within 5 hex range.
-- HQ's can be in a transport, off shore, and still use its abilities for land units.
-- Generals can be killed.
Air Units
-- Out of supply units have -10% effectiveness, lose 20% of strength.
-- With 1 supply level -10% effectiveness
-- With 2 supply level 50% operation points.
-- Ground Attack planes are best a naval air.
-- Fighters on support fly up to their range in support on auto intercept.
-- Air units get 2 operation points on your turn and 2 operation points on opponents turn for use in interceptions. They use oil on both.
-- Air superiority unit has 1/3rd their air combat strength when flying as a bomber.
Base Range
-- Fighters and Ground Attack range 6
-- Tactical Air range 10
-- Strategic range 14.
Airstrikes
-- Only the first air strike on a land or air units may cause strength loss. Land units that are unknown never suffer a strength loss.
-- Each air strike on a land unit can also interdict its movement, making it lose 33% of its operation points
Interdiction/Interception
-- Air superiority units automatically intercept and escort withing their range if in support mode, if they have 50% strength or more.
-- Air units will conduct supply interdiction. They must be in naval mode and in support. They have to have one Operations point left.
-- Air units within 10 hexes, or less depending on their range, will intercept enemy fleets if in support naval mode, they do not need Operation points left.
Naval Units
-- Out of supply units can’t attack and defend at 50% effectiveness.
-- Each naval unit uses 1 oil except battle groups with Heavy Warships which uses 2.
-- Surface fleets will not succeed in pursuing a carrier fleet.
-- Naval units get 2 operation points on your turn and 2 operation points on your opponents turn to use for interceptions.
Night Movement
-- Must start in port.
-- Must start with 2 operation points.
-- Move 6 or fewer hexes.
Stacking Limits
-- No more than 20 units per fleet.
-- No more than 5 Submarines per fleet.
-- No more than 6 CVs per fleet.
-- CVs cannot attack if they have a transport in the fleet.
Interception-Interdiction
-- Carriers can interdict/intercept naval units, but Carriers do not intercept air units.
-- Naval units must be within 2 hexes to perform Supply Convoy interdiction and have one operation point left.
-- Fleets in fleet mode will intercept enemy naval units within 5 hex range. Fleets with 50% or less of their max strength will not intercept enemy fleets.
Invading
--Beachhead Supply: Fleet acts as supply truck for every land unit within 1 hex. Uses all remaining operation points. Puts fleet into “fleet mode.” Cannot do Beachhead Supply if it contains transports with land or air units.
-- Invaders will take 1 strength for every 10 strength points of enemy land units around the hex they are invading. If the weather is not clear this is tripled.
-- Marine divisions take half the total amount damage from invading, not combat.
CVs
-- Max air strength is double CV strength.
-- If more than half strength damage, cannot fly planes.
-- Attack supply convoys like Air units, but of course do not need to be in naval mode.
Pursuit Combat
-- Allows fleet with no operation points to still perform an attack.
-- Moving fleets must be in fleet mode.
-- Not have been intercepted,
-- Not end their move in port,
-- Not combine with another fleet.
-- Any combat is at 50% combat value.
Submarines
-- CVs and Surface units can only target a submarine if it is in a hex that is NOT all water, it must contain some land (coastal hex).
-- Sub Hunters: Fleets on a convoy route. 24 hex range. CVs add +2% bonus to escorts. Destroyers add +1% to escorts.
-- Land Air units can always attack submarines in any ocean square.
-- Submarines interdict/intercept at a range of 5 hexes.
-- Sub attacks on convoys should be done in a stack of 5.
The best utilization for subs is...
-- Move them into an area in raider mode in the ocean hexes you can't be attacked but within 1 operation point range of a potential target.
-- On the next turn have your battles.
-- Use the sub to attack a suspected fleet counter that has a damaged CV. That now has a huge target profile.
-- Or use them for convoy duty.
-- Or use them as a threat at a port.
Map
-- Single island hex blockaded by 1 naval unit.
-- Larger island ports blockaded by 3 naval units.
Ports
-- Ports size 5+ 100% protect a fleet from surface attack. Port size 1-4 get some port defense to help against surface attacks.
-- Port Supply (Port Size * 20 = Amount of Strength points supplied). It cost more supply for a unit the further the port is away from a Main Supply source. Oil using units use 20% more supply.
-- Port size 5+ can supply any number of naval units.
-- Port size 1-4 can supply number of units equal to port size
Movement
--Naval Loops, such as West Coast to Australia only take 1 turn. (Manual is Wrong)
Combat
-- Not all losses are strength losses, some losses are converted to effectiveness losses.
1:1 - 2:1 favors defender but in some strong hold positions just throwing men at the problem works.
3:1 slightly favors attackers
4:1 more favors attackers
5:1+ really favors attackers
One of the keys is keeping the effectiveness up.
Production
--Transports take 1 per strength point. Are not used up.
-- Landing Craft take 1 per strength point and are expended on use.
-- Supply Oilers supply an entire single fleet, but can be intercepted by enemy submarines within 5 hexes. Increase unit supply by +1
-- Supply Trucks take 1 per 10 strength points and are expended on use. Increase unit supply by +1 effectiveness by +4%. If you used on an HQ it supplies all land and air units within 1 hex of HQ.
-- Air Transport; 6 hex range, increases supply by +2, effectiveness by +4%
-- No more than 25% of a country’s total production and 25% of its stored oil can be traded away.
Diplomacy
--China is a Major power however, other nation's units can not enter its hexes.
If you have anything that I have missed or see something I am wrong at please inform me so I can change this.