@Grandmaster-Bert
nice like the artwork :) Seems as if the unit names are a tad too dark but it all looks good
Global 2nd edition Q+A ( AAG40.2)
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Can i clear a SZ with planes (there is a TT and a DD in the SZ) and NCM my fleet through this SZ to another one?
I saw this in a Tripple A match i followed on the forum.
Is this a legal move? Tripple A will let you do this.
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Can i clear a SZ with planes (there is a TT and a DD in the SZ) and NCM my fleet through this SZ to another one?
I saw this in a Tripple A match i followed on the forum.
Is this a legal move? Tripple A will let you do this.
Yes, it’s legal. As long as the attacked SZ is cleared (or only has submarines and/or transports ) ships that didn’t move during combat movement can NCM into and/or through this SZ.
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Can i clear a SZ with planes (there is a TT and a DD in the SZ) and NCM my fleet through this SZ to another one?
I saw this in a Tripple A match i followed on the forum.
Is this a legal move? Tripple A will let you do this.
Yes absolutely. You are always allowed to move ground or sea units (that weren’t moved or used in the combat phase) through or into newly conquered territories or nonhostile seazones (subs and transports don’t make a seazone hostile) during the noncombat phase.
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Yes absolutely. Â You are always allowed to move ground or sea units (that weren’t moved or used in the combat phase) through or into newly conquered territories or nonhostile seazones (subs and transports don’t make a seazone hostile) during the noncombat phase.
Ground units too? So i can move a tank trough a newly conquered territory? Of fortify a territory i just conquered?
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Yes absolutely. � You are always allowed to move ground or sea units (that weren’t moved or used in the combat phase) through or into newly conquered territories or nonhostile seazones (subs and transports don’t make a seazone hostile) during the noncombat phase.
Ground units too? So i can move a tank trough a newly conquered territory? Of fortify a territory i just conquered?
absolutely. Which can be used very strategically, for example holding holding mech or tanks back from attacking so that they can drive through to reach another newly conquered territory that they couldn’t reach before. This is a common move in A&A50 with Germany’s first turn, leaving tanks out of the combat in poland so that they can drive thru the baltic states to reinforce a newly captured karelia during the noncom of G1.
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Yeah, I was surprised when I found that out, too, orania (couple years ago on this site)
They’re telling you right -
Two questions:
First why do some territories in Canada have a Canadian symbol instead of a British symbol? Canada isn’t a power in the game and the UK controls them.
Second why does China only come with 5 tokens considering they only have 6 territories to take over shouldn’t they come with 7 tokens (one for each territory and one for IPC tracking) -
First why do some territories in Canada have a Canadian symbol instead of a British symbol? Canada isn’t a power in the game and the UK controls them.
Those emblems are there simply to honor Canada’s contribution to the Allied war effort. They have no significance in actual game play.
Second why does China only come with 5 tokens considering they only have 6 territories to take over shouldn’t they come with 7 tokens (one for each territory and one for IPC tracking)
The Chinese territories controlled by Japan at the beginning of the game have Chinese emblems printed on them, so there is no need to use control markers to indicate Chinese control - just remove the Japanese ones. The only territories that will ever require the use of a Chinese control marker are Burma and Kwangtung, and then only if China captures them from the Axis while India is Axis-held. As a result, five Chinese control markers are plenty.
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Those emblems are there simply to honor Canada’s contribution to the Allied war effort. They have no significance in actual game play.
Here, Here.
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Second why does China only come with 5 tokens considering they only have 6 territories to take over shouldn’t they come with 7 tokens (one for each territory and one for IPC tracking)
If you really want more Chinese control markers, you could get them at HBG. He has a lot of National control markers available in sheets of 20 and they are good thick ones like used in the 1940 games. He even has some for nations that aren’t represented in the 1940 games (Romania, Hungary, Dutch, Spain, Communist China, etc.) in case you want to try out the 1939 varient.
On occasion, we like to try out some weird varient where China can go outside of it’s own borders, so we then need more Chinese markers. -
National objective IPC bonuses for the United States. In global, does the United States continue to get the 40 IPC bonus for going to war that it gets in “Pacific” as a stand-alone. Without that bonus, it seems like it would get insufficient IPCs to balance out the IPCs that the axis powers are likely to have by that point. I know that there are “new” bonuses in the “Global” variant as stated in the Europe 1940 rules, but I am wondering of the United States would get that additional 40 point boost from the pacific game.
Thanks!
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No, that is a pacific objective only.
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According to the new rules, does the US start with minor or major industrial complexes for Global 1940 2nd ed?
Minor for Global (revisions to the setup and rules for Global are located in the rule book). Major for Europe only - which is the setup printed on the boxes.
I know this was in alpha 3, but I can’t find anything in the 2nd ed rules about starting the US with minor factories in G40.
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According to the new rules, does the US start with minor or major industrial complexes for Global 1940 2nd ed?
Minor for Global (revisions to the setup and rules for Global are located in the rule book).� Major for Europe only - which is the setup printed on the boxes.
I know this was in alpha 3, but I can’t find anything in the 2nd ed rules about starting the US with minor factories in G40.
Look here:
@Europe:
Additional rules
The industrial complexes in Eastern United States, Central United States, and Western United States begin the game as
minor complexes. They are upgraded to major complexes at no cost when the United States enters a state of war and
may be used as such immediately. They may be upgraded prior to that time in the normal way. -
Thank you!
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2. Can you use allied airbases to launch your attacks?�  So can the US launch from England AB? If you can’t use allied airbases than paratroopers is pretty much useless for the US.
No. The tech only applies to your own airbases. However, if the US has a forward airbase (a captured one or one built on captured territory), it can use them.
The rule just reads “Up to 2 of your infantry in each territory with an airbase…”. Â Unlike rocket tech, it does not specifically say it has to be one of YOUR airbases. Â I think it is valid for the US to use England’s AB. Â At least that’s how I read it.
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Good catch - it does appear to be yet another ambiguous rule in the book :x
I was going to agree with Fortress, but reading the rules for bases again in the rulebook and also paratroopers, I think you have a good question and I don’t know the answer for sure.
Waiting eagerly for Krieghund’s reply
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There is a forum debate based on this question:
If an Allied nation liberates a French territory while Paris is under Axis control, does that Allied nation collect the IPC value of the French territory they just liberated?
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Yes. They would place their control marker on it. It’s theirs until Paris is liberated or the axis retake it.
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@Young:
There is a forum debate based on this question:
If an Allied nation liberates a French territory while Paris is under Axis control, does that Allied nation collect the IPC value of the French territory they just liberated?
Yes, see
@rulebook:Liberating a Territory
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If the original controller’s (the power whose territory
you just liberated) capital is in enemy hands at the end
of the turn in which you would otherwise have liberated
the territory, you capture the territory instead. You adjust
your national production level, and you can use any
industrial complex, air base, and/or naval base there until
the original controller’s capital is liberated. The capturing
player can’t use these newly captured facilities until the
player’s next turn.
…