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The basic principle is that an air unit ends its turn when it "lands" on a space or a carrier. So if a fighter flies two spaces, fights, and lands on a carrier with its third space, its turn ends, and it cannot fly to an adjacent fourth space if the carrier is attacked. (The air unit is refueling while this happens.) However, an air unit on a carrier can ...


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Yes, in both cases. If aircraft are supporting a ground attack, they can be hit by anti-aircraft fire, but the player may choose to take infantry or tank losses before sacrificing aircraft. If the aircraft are defending a territory, it can be hit by infantry or tanks, but this will typically happen after the defender has lost all his less valuable infantry ...


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Every country needs to have an industrial complex to build units. But every country starts out with at least one (America, Germany and Russia have two). So you don't need to build another one unless you have lost one. If you are Japan or England and you've lost your industrial complex (around your capital city), you're out of the game anyway (unless an ally ...


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For "strategic" bombing, a bomber stays over the target for one round. That is, it survives, or not, depending on the roll of the die, and the damage it does is also determined by the roll of the die. After these two determinations, the bomber returns to its home square (if it survives). For regular bombing, the bomber continues fighting as along as there ...


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If you look at the setup charts for each country, some territories have "Industrial Complex" listed of one of the units to be placed. I suspect that they were not printed directly on the board because they could then get covered up by other pieces. You can find a copy of the setup charts at ...



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