FAQs
If an Army did not move but another army moved into their space, the defender must spend 3 Ammo or lose the fight immediately, yes?
You are correct. Regardless of if an army takes an action, if they are engaged with another army, they must battle or retreat. Battling is not an action but basically the result of player actions. 'Move' is usually the action that triggers a Battle.
Does the 3 Ammo paid to Move Army also cover that army's ability to fight if they run into another army or must they pay another 3 Ammo for the fight on top of the 3 paid to Move? The rules suggest another 3 Ammo must be paid.
An Army that Moves to a tile does not have to spend 3 ammo unless it goes into battle. My thinking was, the army is marching with their guns and bullets (ammo). If they move into an area without enemies they will not use their guns and bullets, but if there is an enemy, then they have to use their guns and bullets to try and drive out their enemy. Super simplification of reality but that’s where the ammo spending happens.
How many times may Air Power perform the Bombard action in one Action Phase?
Once per action phase for both artillery and air power.
When rolling dice, is the higher roll the winning roll? The section on multiple armies in the same space implies that the higher roll is the winner but the main rules never state that.
Yes it is. The highest roll is the reference roll that you compare the other rolls to. However, just because it is the highest roll does not mean the player's objective is reached. Their highest roll might just lead to a stalemate between themselves and the other player or players.
When a losing army retreats, may it take its equipment with it?
Yes a retreating army keeps its attached equipment. Only a destroyed army has that risk of losing its attached equipment.
There are no rules for Artillery or Air Power attacking Artillery or Anti Air, but there is a row for it on Table 11. Would I be correct in believing it is a legitimate action to take?
Yes go by the rolls of the Table. Only on a tile that is bombarded is a legitimate target.
Would an Army with drugs and Artillery get a total modifier of +3? With an additional Military Advisor +7?
Yes the "equipment" attached give additive modifiers. So the more equipment attached plus support given to a single army gives it a higher dice roll modifier. So you definitely want to deck out your armies and get your allies to provide air support etc.
Does the Government Army at the capital need to be paid to defend the capital? Do the taxes generated by the capital pay that until a Local Power conquers it (and the left over Ammo disappears abroad) or is it just hand-waved?
So in general armies that don't engage in battles don't use up ammo. I know its not realistic, but for simplicity in game play we found this to be the right way to go. The government army is just there to defend the capital essentially until a local power topples it. Once the local power seizes the capital the ammo taxes from the capital become available to the player, same as the village tiles. So short answer, no the non-player government does not need to be paid ammo during the collection phase.
Government Armies gain +1 during battles but lose 1 tile of movement compared to Local Power armies, yes?
Yep, my reasoning behind this was both a balancing mechanics thing and a way to simulate local powers in proxy wars using more asymmetrical mobility tactics while conventional state armies being better equipped but slower because of conventional tactics.