Thank you! Seems like G2 is better than G3.
Axis & Allies: Europe and Pacific 1940 Fact sheet ( AAE40 and AAP40)
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I am assuming that air/naval bases can be built in a territory that does not contain a factory. Is this true?
has not been addressed yet
I know that the naval bases are for repairing ships, but are they also a place to build ships other than factories? Can we build ships in territories containing facories? naval bases? or either?
Per Krieghund:
Everything is still built at ICs (except Chinese units). You can’t build units at bases.
What is the advantage of an airbase as with existing rules we can land planes in any territory?
1. Per LH :FYI… naval bases, factories and airbases now each have their own air defense. AA guns are restricted to protecting land units only
2. Per Krieghund:An island can launch aircraft (fighters and Tac bombers to its surrounding sea zone and attack or defend in a battle if the island has an airbase
3.Per Krieghund:They also allow air units taking off from them to move one extra space. -
@Brain:
I am assuming that air/naval bases can be built in a territory that does not contain a factory. Is this true?
They can be built in any territory. Of course, it helps if a naval base is in a territory that’s adjacent to at least one sea zone.
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LH 9-18
I can tell you this… There will be Paratroopers. They will be one of 12 techs (which are all pretty close to the Anniversary game’s techs.)
I call out Paratroopers because they have been radically changed from that tech in Anniversary. Infantry (up to 2) can be flown, to join an attack, if that location is within a 3 territory/sea zone range. They don’t need bombers or any other aircraft representation. They must however be on a territory with an airbase.
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Will the Italians have nation-specific units?- besides the infantry and tanks??
No.Will the Global Rules, NOs and such be included with the Europe??
Yes and Weapons DevelopmentWill USSR, UK, USA, Italy, Germany, France have their own boxes???
Not sure about France but otherwise - YesHow far is the E40 game finished, Global game??
It’s in the can. -
Found some facts…dont know if these have already been posted
Major factories Can only be built on a territory with an IPC value of 3 or higher (not too many of these out there – especially in AAP – Korea, Kiangsu (Shanghai), Kwangtung (Hong Kong)
And malaya
think that south east asia will be one big battlefield, just like 25 years later :D -
Per LH 12/4/09
What kind of units will France have besides its own infantry sculpt? French tanks, artillery or ships??? or will they be like the US/UK type units.
For the moment France will have only French Infantry as a dedicated French piece.
Is is true that Europe 40 will be out in June of 2010?? (I hope so, because that gives me and my AA friends some time to play in the summer when I am less busy.) You bet… -
Per Craig A Yope 12/6/09
The only time that Convoy Zones are affected by an enemy naval unit (sub and/or surface combat naval unit) is during the Collect Income Phase of the power whose territory (or territories) is adjacent to the sea zone.
Example: If the USA has a sub in SZ 19 during the Collect Income Phase of the Japanese turn, the Japanese will collect two less IPCs.
Now that assumes that the Japanese still control at least 2 IPCs worth of territory that is adjacent to that SZ. In the above example, there is a maximum of 10 IPCs adjacent to SZ 19.
So if the Allies have enough naval units (transports don’t count) in SZ 19 during the Japanese’s Collect Income Phase, they could interdict 10 IPCs. (Also, this assumes that Japan is at war with the Allies.)
Note: Each sub causes the loss of 2 IPCs, while each surface combat unit causes the loss of 1 IPCs.
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per djensen 12/7/09
regarding victory conditions:
Japan must capture and hold 6 of 8 cities and Allies must capture and hold Japan
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Per djansen 12/8/09
6 kamikaze attacks are allowed. I can’t remember how it works in the original AAP. There is a precondition to using the kamikaze and it can only be used in indicated sea zones. You must declare kamikaze as soon as the opponent moves into the sea zone where you want to attack. No Japanese units are involved.
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@KH:
When a battleship is damaged (once hit & flipped on it’s side), does it then lose it’s ability to conduct shore bombardment or not? I guess it will keep that ability, because I can’t find text in the rulebook claiming otherwise. If that is indeed the case, this would be incorrect in my opinion, because a damaged carrier does lose abilities…
A battleship loses none of its capabilities when it takes its first hit (other than the ability to take two hits). This is reflective of the fact that battleships can take more punishment than carriers.
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LH 1/4/10 AAE40
There are 6 territories offering up a total of 12 IPCs in the Middle East
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a tac bomber attacks at a 4 when paired with a tank or fighter no matter what u are attacking…
i think thats right…
Yes, it is.
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Per LH 1//11/10
And the turn sequence for the Global game (combined AAP40 and AAE40) is:
1. Germany
2. Soviet Union
3. Japan
4. United Kingdom
5. ANZAC
6. Italy
7. United States
8. China
and 9. France. -
Think about it. The UK begins AAP40 not at war with Japan. Do you think it will begin AAE40 not at war with Germany?
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Will US have a spilt income in the global game- 50IPC for Pacific theater and 50IPC for the Europe theater- or will they be able to combine their income and dominate one theater??? The US will NOT have a split income in the global game. However, one of the powers will indeed have a split income but not the US.
I’m assuming E40 and P40 National Objectives will remain the same for the global game- true??? No… Their will actually be fewer of them thus making it easier to keep tabs of.
In the Europe Game… what are the starting IPC values??? France will start with 17.
What are the Victory Cities in the E40 game??? One of them will be Cairo.
LH 2/4/10
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[Q1]: What is the ‘pro-axis’ and ‘pro-ally’ mechanic for neutrals and how does it work? Let me say this… rules related to Pro this or pro that will be consistent with AAP40. However, neutrals will play a MUCH greater role in Europe than Pacific.
[Q2]: Can the US (or other Allied powers) be at war with one Axis power, but not the others (i.e. fighting Japan, but not Germany)? Yep… the UK and the ANZAC are indeed at war with Germany as the game opens. They are, in contrast, not at war with Japan.
[Q3]: Will there be any nation-specific ‘boosts’ in Europe (like Kamikazes are for the Japanese in Pacific '40)? No. I did not see the need.
I probably should point out that when a power enters a friendly neutral during a NCM the neutrals standing army converts and the actual units are placed on the board. This can make for some interesting developments in Greece and Finland as just two examples.
[Q4]: What are the victory conditions for the Europe and Global games? I don’t want to go there just now. I can assure you that there will be no great surprises in this regard, however.[Q5]: Will the Dardanelles be closed in Europe (thus preventing Italian naval attacks on Caucasus)? Closed? Well yes and no… if you control Turkey you can pass through the Dardanelles. If not - well sorry, no passage is possible. there will be other straits that can deny enemy passage as well.
and, finally
[Q6] Can you reveal any more of the Weapon Developments planned for Global? The paratroopers rule that you previewed looked very interesting, it will probably open up a lot of new strategies in the Pacific (and may make Air Base purchases more viable!). These weapons are pretty much the same as those found in Anniversary.
LH 2/4/10
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Per LH 02/4/10
. Due to technical and cost reason … there will NOT be a dedicated Italian tank in the AAE40 game after all. To be clear, there will be a dedicated Italian infantry units, but the rest will be borrowed and implemented by using units from other powers. . I point this out now so that some of you will not be too disappointed when the game comes out. This is not to suggest that instead of growing the Italian presence in the game it is diminishing. On the contrary, at some point I can see there being an entire collection of Italian units (land, sea an air). Bear with us as we make every practical attempt to get this and other games to that point. There’s a lot more that goes into the selection of the game elements than meet the eye. Frankly, at times, certain units become simply cost prohibitive from a production point of view.
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Per LH 2/5/10
. ve mentioned Zealand (Denmark) a few times. I hope it is included in the Euro side. If you look at the AA50 map its there. It appears like its part of neutral Sweden though (weird). It is now there and part of Denmark. If Zealand is included as a playable island it could serve as a straight rule. The Luftwaffe stationed on an AB there could represent the air cover the axis had at the Baltic entrance. Depending on how the sz are drawn in, Germany might get some air cover for its fleet. It is not a named island… It appears as part of Denmark. The German navy is some what protected in that it is beyond the range of UK fighters (UK and back). Also there are some rules that prevent enemy passage into or out of the Baltic if Germany controls Denmark - which it of course does.
I also hope that Germany is represented as it was historically, (northern tip below Denmark) to give it access to an expanded North sea (2 sz) It is. The Baltic should also be min 2sz IMO. It has 3 sea zones.
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Per LH 3/27/10
widened Atlantic, but no Azores…
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LH 3/29/10
1.What technology is in the game? be specific. Be specific? What if I’m not specific? I don’t feel like being “specific”. I will tell you this, however: There is nothing unusual or totally new here. Only the Global game uses Weapons Development and that’s optional. The purist I am, I don’t much like Weapons Development when playing the game, that’s neither here nor there…
R&D Sequence
1. Buy research dice
2. Roll research dice
3. Roll breakthrough die
4. Mark developments
There are 12 Developments available:
Advanced Artillery
Rockets
Paratroopers
Increased Factory Production
War Bonds
Improved Mechanized Infantry
Radar
L-R Aircraft
Heavy Bombers.2. What are the political rules? Who can attack who and when? what advantages do the pro-axis/allies neutrals give you?
The opening paragraph from the rule book:
As the game begins, only France and the United Kingdom are at war with Germany and Italy. The two other great powers- The United States and the Soviet Union- are not yet at war with the Axis powers. Many other countries also tried to remain neutral, but as the war became global, many of them were forced to join one side or the other.3. More information on the structure of the game board. What other ways is it different from the original A&A Europe? What new territories or reshaping of old territories do you think will increase strategy and diversity in gameplay aswell historical realism? Allow me to give a broad brush answer to this question - Neutrals are going to play a big new part in this game. They come alive and even provide infantry if occupied by a friendly power. They become alive if invaded by an unfriendly power. Their generated infantry proves to be not too receptive to the incursion, however.
The territory layouts have been totally beefed up – there are more of them. The sea zones are arranged somewhat differently. The use of naval bases and their impact on the sea zones will also influence how you will look at this new strategic situation. The Med and Africa are sweet! OH… and so is the Eastern Front. The Middle East has both IPC and strategic values, the likes of which have never been experienced before.
Oztea…
1. What techs did you have to change (textualy) Paratroopers for sure. and what replaced Mech Infantry Nothing… they can be improved, however.2. How did you keep Russia in check, preventing it from becoming too strong early, so that germany can eventualy attack it? is it super weak to start, or does it have limited cash (like the US) Russia kept in check…? Found the balance. Studied the math. Made the country feel bigger, more vast, if you will.
3. some other neato nation/territory specific rules (+4 inf for france, Non-Agression Pact, How to Straits work?) Straits – There are 3 of them. The Turkish Straits, Gibraltar and the Danish Straits. If your side (but not necessarily your power) controlled a canal or narrow strait at the start of your turn, you may move sea units through it. If not… then they can’t. Unfriendly Subs can however pass through the Strait of Gibraltar
Questioneer
1. Reveal all the global tech and how this works.
2. NOs for Europe and Global
3. Any special rules in Europe… You mean like Kamikazes in Pacific… no. Well maybe one or two… for example if Paris is Liberated the French power immediately can place 4 infantry units in France.
There are fewer NOs in the Global game than in the Europe game. Some of them are the same in both games.
Here are a couple of examples from the Global game:
Germany – 5 IPCs representing trade of wheat and oil from the Soviet Union. This bonus ends in the event of war between the two powers.
Soviet Union – 6 IPCs for each original German territory the Soviet Union controls as long as the Soviet Union controls all of its own original territories.