Great!
Global 2nd edition Q+A ( AAG40.2)
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Mostly the same, but these things have been changed.
SHIPYARDS - Cruisers in improved shipyards are now 9 instead of 10
Heavy bombers have been clarified to say “strategic bombers” so as to clearly exclude tactical bombers
ROCKETS -
Rockets have been changed to fire from airbases instead of AA guns
Rockets can fire 4 spaces instead of 3
Rockets can damage bases - before it was just IC’s
A single facility can be targeted by multiple rockets per turn, also!IMPROVED MECH - Improved mech can now blitz without tanks
I think that is a complete list of all changes. You can compare the 2 rulebooks now to make sure.
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thanks again gamer!
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Sure! As you can see, in most cases you’re gonna want rockets and not improved mech, war bonds, or advanced artillery!! :-D
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Quick question, is it legal to place a naval base in a territory that doesn’t border a sea zone?
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Quick question, is it legal to place a naval base in a territory that doesn’t border a sea zone?
As a corollary, is it legal to collect less income than you are entitled to, if you wish?
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It is not legal to collect less money, and it is not legal to build a naval base in a territory that does not border a sea zone. I have asked both of those questions before, is why I know the answer for sure.
You also cannot build duplicate bases in the same territory.
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Why would you want to put a naval base in a land locked territory?
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@IKE:
Why would you want to put a naval base in a land locked territory?
to make a statement. I’m so far ahead i can spend money on useless high ticket items :lol:
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Battleships are the coolest
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but they “can be” useful!
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but they “can be” useful!
You can build them in sz128 and make them harmless.
no way, they can defend transports against air attacks!!!
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but they “can be” useful!
You can build them in sz128 and make them harmless.
no way, they can defend transports against air attacks!!!
Then don’t build transports!
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but they “can be” useful!
You can build them in sz128 and make them harmless.
no way, they can defend transports against air attacks!!!
Then don’t build transports!
Fine, but they can still kill aircraft that attack them!!!
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Subs in that sz?
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@IKE:
Why would you want to put a naval base in a land locked territory?
Air and naval bases can stop blitzing (and can be worthwhile for this in rare scenarios).
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Brilliant, Wheat
Never thought of that. Guess you can always build an airbase -
In this scenario there’s a Japanese fleet in sz26 with several air units, carriers, a dd, and a bb. Additionally there is a ftr/tac combo in sz6. US has a small fleet in sz10, air to scramble to help cover said fleet, a blocker in sz12, and still hold Hawaii. Japan sends all the air in sz26 plus the air from sz6 to hit sz10. Additionally, they send their single dd to clear the blocker as the NB is not in their hands and they can’t kamikaze their planes.
Is Japan obligated to stay in sz12 till the end (regardless of the result) or can they go for a single round and then retreat if they survive? Does the order of battles play a part in whether the dd can retreat or not? IE, say the sz12 is rolled first and the planes theoretically could survive, so it forces Japan to stay vs retreating. Or could the dd retreat if the sz10 battle has already been rolled and the ftr/tac from sz6 didn’t survive said battle?
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The Destroyer may retreat from Z12 after 1 round.
The rule for ensuring aircraft can land is only effective for the COMBAT MOVEMENT phase.
Then, in the NON-COMBAT MOVEMENT phase, all carriers MUST pick up fighters IF ABLE.There are no rules for the CONDUCT COMBAT phase regarding saving aircraft, so retreats are legal even though they jeopardize air.
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Thanks!