Hi all, Just wondering if people think you can move/attack from Perm to/from the E. European map. Specifically the rules say: Grey communication lines Only...
In a message dated 10/1/2006 4:55:21 PM Central Daylight Time, ... I am quite sure this is the correct interpretation. Steve Balk Iowa, USA [Non-text portions...
I like the "High Tide" concept....where the Axis gets points for VC up to a declaration of HT (Hight Tide) any turn after ND 42. For each turn past and for...
mike@...
Oct 2, 2006 6:16 am
87508
Yes, I've seen it. I have now also order the CD from ADG. Thanks for the tip. /Tom ... maps, ... and ... hold...
Hi everyone, First of all public congratulations to Eric Schultz for taking on the thankless job of delivering WiF products inside the USA. Thanks also to...
I'm interested if many of you guys in WiF land play FT and if so what your opinion is of the balance as a game. I find the 1/2 of US production to be a slight...
Hi, About action limit, when playing 4 maps, the PTO will sometime lead to naval or combined action with no air and/or land and/or naval limits available for...
Fatal Alliances 3: I actually just played the (soon to be released) of EuroFront II with FA's designer, Ken Hole, a couple of week-ends ago at FallCon 19. He...
Alas no. The iced-in status of a port is irrelevant to the capture rolls. Perhaps the crew is sitting in the ship waiting to scuttle instead of in the shore...
Supported by a Mexican FTR, the US have just liberated Australia. Our mexican heroes are having a well deserved rest near Camberra. What happens when the US...
I assume you are referring to Foreign Troop Commitment issues? Nothing happens because the Mexican unit was in Australia already. If it leaves for more than...
Disagree Rich, unless the entire mission is flown within the confines of Australia. If it leaves Australia for any reason, it cannot come back in. -K ...
When using both divisional and AMPH optional rules, how do you get 2 (non-HQ) ARM corps on a friendly 1-hex island without a port as quickly as possible?...
That's easy: (1) send in an HQ, then an ARM, then an ARMdiv; (2) remove the HQ; (3) add a MOTdiv; (4) recombine the divs into an ARM corps. Cheers, Dave L. ......
Or. Ask: "Why would you ever want 2 Arm Corps on a 1 hex island with no port?" devinc@... Sent by: wifdiscussion@yahoogroups.com 10/02/2006 03:49 PM ...
A far superior play, Devin I must agree. That reminds me of a great way to end the turn I discovered last night. We're the Axis, getting mauled. Italy...
It's been a while since I played FT, so my comments not worth much. But what I would think is missing is not so much the action limits -- as someone else...
No sir. FTC won't kill you if you start the step there. A naval air mission, or one of those extended CAP missions (under LiF) could get you into trouble....
No, the FTC rules clearly say if you start the step in the home country you are not destroyed if you end the step there. Rules quote below: Foreign troop...
Why, move them across the straits hexide connecting that 1 hex island to the mainland, of course! Seriously, you would need to first land an HQ and one ARM...
Or just ask your opponent to let you: if you promise to add an ARMdiv to the 2 ARM, he'll let you (no way to get them off!) Cheers, Dave L. ... -- Cheers, Dave...
A renewed debate of "internment"? Just kidding. IMO RAW covers this under the FTC portion of Rule 18: "Foreign troop commitments A major power or minor country...
Off topic - IMHO the third best was done by Victory Games - THE CIVIL WAR. ... From: "kenzclark" <kenzclark@...> To: <wifdiscussion@yahoogroups.com> ...
FHB Gamer
fhblists@...
Oct 3, 2006 12:20 am
87534
I asked Harry when it happened and he replied that indeed it is ADG's again, ADG is the partner with MAtrix for both games IRC. ... From: "Kauderer, H. Todd"...