I'm trying to understand how the Air and Ground parts of the turn interact. Having checked the manual, I see the basic outline, but still have questions on the details.
It may just be me, but I've never really "got" how the separate week long air and ground turns work. You run a whole week of air missions, followed by rewinding to the start of the week and running a week of ground moves. I see the interdiction points on the hexes. But what if during the air phase, there's a hex that's enemy owned on monday, so I bomb it into oblivion on wednesday, thursday and friday. Then on my ground turn, time has rewound to week start and I move one of my units in on the tuesday, to the hex I just bombed. Did I end up bombing my own units?
Or what if there an airbase that performs a whole week of flying sorties, but in the ground phase that same airbase is taken over by the enemy half way through the week? What happens to the damage done by it's sorties in the second half of the week? They surely shouldn't have been flown?
And when you factor in that each side is taking turns - one side runs a week of air, then ground, then the other side does the same. It feels like impossible events must surely be happening. Units could be getting damaged by other units that were previously destroyed...and so on.
Is it a "turn based game" compromise that you just accept in return for not having week long turns, in contrast to the day turns of WITP?
< Message edited by hazxan -- 11/3/2018 7:02:08 PM >