| Entry # | Time | Turn | Player | Title | Entry |
| 10 | 7/27/2026 9:20:00 AM | Turn 1 | German | Message |
sent my move phase up to your air movement phase |
| 9 | 7/27/2026 8:45:00 AM | Turn 1 | German | Message |
rolled clear for artic, central and south are clear for turn 1 |
| 8 | 7/26/2026 3:43:00 PM | Turn 1 | Russian | Message |
Your 4-4-7 fleet in KK4 needs to be in a port hex. Other than that everything is OK |
| 7 | 7/26/2026 12:17:00 PM | Turn 1 | German | Message |
sent my set up for double checking |
| 6 | 7/23/2026 10:55:00 PM | Turn 1 | Russian | Message |
Posted the agreements. E-mailing my set up in next 10 minutes. Using module 2.2.1 as am playing another game using that module currently. |
| 5 | 7/23/2026 10:52:00 PM | Turn 1 | Russian | Message |
18) An Air or Naval unit that starts the turn in a hex and is placed in a Battle Box by an enemy ground unit may transfer(double range) if the attack column counting only the defending ground unit vs the attacking unit with all used supporting units is -5. So if used as a supporting unit it must return but id battle column is -5 without using it has a choice. |
| 4 | 7/23/2026 10:52:00 PM | Turn 1 | Russian | Message |
16) Naval units always have the ability to defend against Minesweeps/Minelays in their hex and to conduct Minesweeps/Minelays in their hex. 17) Unless their current hex qualifies as a Naval/Air Base Naval/Air units may only conduct missions in their hex or transfer up to 20 hexes for Air or 14 hexes for Naval units in the appropriate R&T phase. |
| 3 | 7/23/2026 10:51:00 PM | Turn 1 | Russian | Message |
11) Air units need not engage enemy Air units in their hex supporting Minesweep/Minelay missions but may not leave the hex. 12)How do you like to deal with the following situation. Russian player has a Mine, a ground unit, a naval unit, and an air unit in Leningrad. The Axis attack with a ground unit. May the Axis then try to Minesweep/Minelay with a naval unit? If they can can the Russian oppose the Minesweep/Minelay with his naval unit? What happens when the Axis add an air unit? two separate battle markers in Leningrad, one for minesweep/minelay other for ground combat. Russian player can decide in which battle he will use naval unit(s) and air unit(s) which are in Leningrad. Unit(s) can participate only in one battle not both. so there is two separate battles in same hex. If minelay/minesweep is not in Leningrad hex but there is groud combat in Leningrad hex, then naval or air unit can not move out from Leningrad to participate Minelay/minesweep battlehex. 13) Ground units not retreat thru solid enemy lines. For example attacking you in H14 and retreating to G14. 14) Exception to 13)"It can be hard to write rules to forbid what you want but still allow what you wish to allow(like pocketed units attacking to get thru the lines to reach safety. How about this: Units that start the turn OOS are entitled to retreat as sneakily as they are allowed under the rules assuming after they retreat they will be in supply. " 15) Naval and Air units forced to retreat while opposing a Minesweep/Minelay mission may not retreat to the "port" portion of the hex but must retreat to a different hex. |
| 2 | 7/23/2026 10:50:00 PM | Turn 1 | Russian | Message |
6) Only home rule I would like to use is Railway gauge north of Leningrad. (Railway in Finland to Leningrad, Petrozavodsk to Volkhov). No need to convert rail at those railway lines just mark who is control of hex. Reason is that Finland and Russia have same railway gauge So it is no need to convert rail and it would also be unhistorical to do So. 7) It costs the cost of terrain plus 1 MP for the round of combat to pursue in blitz movement. 8) Air units need not start in the hex to get the Air Base bonus of +2 9) Air units opposing a Minesweep/Minelay mission in their hex do not get the Air Base bonus. 10) Naval units doing a Minesweep/Minelay prohibit Naval units from leaving the hex but have no effect on Air units, |
| 1 | 7/23/2026 10:50:00 PM | Turn 1 | Russian | Message |
) No optional rules; all advanced rules. 2) Weather automatically Fair everywhere on T1 3) Both of the 1/12 chances for extreme weather in October/November 41 are disallowed. On a roll of 1,2, or 3 in October a roll of 1 In November is re-rolled until a number other than 1 shows up. On a roll of 6 in October a 4 in November is a 1, a 5 in November is a 2, and a 6 in November is a 3. 4) Both sides may add non-blitzing Armor to a Blitz Battle. Units are marked with a non-blitzing note and treated like an Infantry unit in the hex for purposes of the Blitz Battle. 5) Hexes XX13 and ZZ19 connect off board for Finn rail movement. |
Copyright 2005 Warhorse Simulations