Great! First time for me playing a full game of Oztea 1939 (I’ll be Allies).
Global 2nd edition Q+A ( AAG40.2)
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The political situation rules for USSR refer to page 15, where in the blue sidebar it says that while neutral (USSR is neutral on the Europe map in your scenario), it can’t move units into or through territories belonging to another power (along with other restrictions)
NW Persia belongs to another power, so USSR is not allowed until at war with Italy or Germany
(USSR can’t move to NW Persia when it is neutral either, so in other words USSR can never leave USSR until at war) -
Thank you for the clarification Gamerman. That is what I thought but wanted to clarify before next Thursday’s 3 day gaming binge begins.
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Sure, any time
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Rule clarification please:
Sea battle including subs. 1 sub remains from the attacker, defender has some air units remaining. Can the attacker retreat because the defender still has units which can fire, or is that rule nullified because they can’t fire at the remaining attacker unit?
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Can the attacker retreat because the defender still has units which can fire,
…This part is correct.
The rulebook says:
@rulebook:
Air units can hit submarines only if a friendly destroyer is
in the battle.and
@rulebook:Can’t Be Hit by Air Units: When attacking or defending,
hits scored by air units can’t be assigned to submarines
unless there is a destroyer that is friendly to the air units
in the battle.So this is a “can’t hit”-rule and not a “can’t shoot” rule.
In other words: The submarine does not cancel the ability of air units to fire.Additionally, there is no rule that cancels the submarine’s ability to shoot.
It is a “can’t hit”-rule, too:@rulebook:
Can’t Hit Air Units: When attacking or defending,
submarines can’t hit air units.HTH :-)
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@P@nther:
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Can the attacker retreat because the defender still has units which can fire,
…This part is correct.
The rulebook says:
@rulebook:
Air units can hit submarines only if a friendly destroyer is
in the battle.and
@rulebook:Can’t Be Hit by Air Units: When attacking or defending,
hits scored by air units can’t be assigned to submarines
unless there is a destroyer that is friendly to the air units
in the battle.So this is a “can’t hit”-rule and not a “can’t shoot” rule.
In other words: The submarine does not cancel the ability of air units to fire.Additionally, there is no rule that cancels the submarine’s ability to shoot.
It is a “can’t hit”-rule, too:@rulebook:
Can’t Hit Air Units: When attacking or defending,
submarines can’t hit air units.HTH :-)
Sorry, P@nther, but that’s incorrect. The attacker cannot retreat, as the battle is over. From page 20 of the Europe Rulebook (italics are mine):
Once all units that can either fire at a valid target or retreat on one or both sides have been destroyed, the combat ends.
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Sorry, P@nther, but that’s incorrect. The attacker cannot retreat, as the battle is over. From page 20 of the Europe Rulebook (italics are mine):Once all units that can either fire at a valid target or retreat on one or both sides have been destroyed, the combat ends.
The text in my rulebook is different, Sir! It says:
@rulebook:
Once all units that can either fire or retreat on one or both
sides have been destroyed, the combat ends.It’s the same text in my Pacific 1940 2nd Edition rulebook.
And there is no such addition in the latest FAQ (Nov. 24, 2014), either.When did the “at a valid target” get in?
Are there any other changes we are possibly not aware of? -
I think that’s what he meant by “italics are mine”? - he was acknowledging those words are not in the rulebook
It does make sense - it is consistent with the concept that you can’t retreat from nothing, you can’t attack with carriers and transports only, you can’t retreat from an AAA gun only, you can’t retreat from transports only….
You can’t retreat from air only when you are down to subsNot that it has to make sense
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It’s a clarification that was made in the latest posted Rulebook. “Italics are mine” means that I added the italics for emphasis - the text is not italic in the rules.
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@P@nther:
Are there any other changes we are possibly not aware of?
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… “Italics are mine” means that I added the italics for emphasis - the text is not italic in the rules.
That is how I understood it.
Anyway, how can we know when a new version with new clarifications or rule changes is published? It has never been brought to our attention.
It would be great if we could get some information about that in the future.
I would never have thought that there could be changes/additions in the rulebooks that had not been in the FAQ before or been announced in this forum…Are all of the FAQ-contents now present in the rulebooks, too?
However - it looks like we all have to download the latest versions of the rulebooks (496 MB!) now… :wink:
Thank you for that clarification. :-)
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@P@nther:
… “Italics are mine” means that I added the italics for emphasis - the text is not italic in the rules.
That is how I understood it.
He was responding to me because I foolishly spoke for him, saying he was acknowledging that those words were not in the rulebook,
because I did not expect that they would have made any little wording changes like that in a brand new rulebook that looks exactly the same, that none of us knew about.
Now again, we need to know if there are any OTHER little subtle changes, as P@nther originally asked
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It’s a clarification that was made in the latest posted Rulebook. “Italics are mine” means that I added the italics for emphasis - the text is not italic in the rules.
My reader has a hissy fit at this 200MB file. It works, but slowly. FWIW.
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Now again, we need to know if there are any OTHER little subtle changes, as P@nther originally askedYes, indeed. I just realized that the new PDF-files for 1914, 1941 and 1942SE are different from the ones originally provided by AH, too.
So maybe there are additions or changes as well….I just don’t have the time to compare them all, at the moment.
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I didn’t tell you before because I didn’t know they had been posted. We made those changes months ago (in some cases, years ago) in anticipation of a future reprint, but no one told me they were about to be posted on the website. I have checked back periodically to see if they had been, so it must have been done fairly recently. In any case, there shouldn’t be any big surprises, as all of the changes are clarifications (most of them arising from questions asked on this site) and inclusions of FAQ material.
When I get a chance, I’ll go through my notes and post a complete list of changes.
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When I get a chance, I’ll go through my notes and post a complete list of changes.Awesome, thank you! :-)
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Yes, we had no idea, and thank you very much for the explanation and intention
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These are the changes to the original 2nd edition rulebooks that are common to both books (page numbers refer to the Europe Rulebook). I have not included any changes that were only for typos (spelling, capitalization, etc.).
Page 13, Phase 2: Combat Move, paragraph 3, bullet point 4: “
SeaUnits moving into a sea zone containing only enemy submarines and/or transports in order to attack those units.”Page 13, Phase 2: Combat Move, paragraph 8: “However, if you choose to make such an attack with a unit, that unit must end its movement in that sea zone, and it must attack all such units present.”
Page 14, Sea Units Starting in Hostile Sea Zones, paragraph 3: “Once these
seaunits have moved and/or participated in combat, they cannot move or participate in the Noncombat Move phase of the turn.”Page 15, Aircraft Carriers, paragraph 2: “Guest aircraft belonging to a friendly power on board another power’s carrier must remain on board as cargo if the carrier moves
in combat.”Page 16, Scramble, paragraph 2: Add to end: “Air units belonging to powers friendly to the attacked power may be scrambled by their owner if the owning power is at war with the attacking power, so long as the limit of 3 total air units is respected.â€
Page 18, Amphibious Assaults, Step 1. Sea Combat, paragraph 2: "If sea combat occurs, all attacking and defending sea and air units present must participate in the battle.â€
Page 18, Amphibious Assaults, Step 2. Battleship & Cruiser Bombardment, paragraph 1: "The number of ships that can make bombardment attacks is limited to 1 ship per land unit being offloaded from the transports into that coastal territory.â€
Page 18, Amphibious Assaults, Step 3. Land Combat, paragraph 1: “Land combat can only take place if there was no sea battle or the sea zone has been cleared of all defending enemy units except transports and submarines that submerged during the sea battle. If the attacker still has land units committed to the coastal territory, move all attacking and defending units to the battle strip and conduct combat using the General Combat rules (see below).”
Page 18, Amphibious Assaults, Step 3. Land Combat, paragraph 5: “They can only retreat to a territory from which at least one of them entered the contested territory and must all retreat at the same time and to the same place.”
Page 18, General Combat, paragraph 1: “In this step, you resolve combat in each space that contains your units and either contains enemy units or is enemy-controlled.”
Page 19, Step 1. Place Units Along the Battle Strip, paragraph 3: “Cargo doesn’t roll for hits, nor can it be chosen as a casualty.”
Page 20, Step 6. Press Attack or Retreat, Condition A, paragraph 2: “If a power has combat units remaining along the battle strip, that power wins the combat.”
Page 20, Step 6. Press Attack or Retreat, Condition A, paragraph 1: “Once all units that can either fire at a valid target or retreat on one or both sides have been destroyed, the combat ends.”
Page 20, Step 6. Press Attack or Retreat, Condition B, paragraph 1: “Move all attacking land and sea units in that combat that are along the battle strip to a single adjacent friendly space from or through which at least 1 of the original attacking land or sea units moved.”
Page 21, Multinational Forces, paragraph 4: “An attacking land unit can assault a coastal territory from an ally’s transport, but only on the turn of the attacking land unit’s owner. All of the normal requirements for transports offloading in a sea zone must still be met by the attacking power (see “Special Combat Movement, Transportsâ€, page 16), and any scrambled air units will prevent the landing if they cannot be destroyed.”
Page 21, Multinational Forces, Transporting Multinational Forces, bullet point 2: “The transport’s owner moves it (or not) on that power’s turn.”
Page 23, Phase 5: Mobilize New Units, paragraph 1: “If you purchased new units, you must now move all of them from the Mobilization Zone on the game board to eligible spaces you have controlled since the start of your turn.”
Page 29, Antiaircraft Artillery, Air Defense, paragraph 1: “In other words, the total number of air defense dice rolled is either 3 times the number of AAA units, or the number of attacking air units, whichever is the lesser.
Page 31, Aircraft Carriers, Carry Aircraft, paragraph 3: “Any air units that are not in an eligible landing space by the end of the Noncombat Move phase are destroyed (note that
this can includea sea zone in which a new carrier will be placed during the Mobilize New Units phase is an eligible landing space).â€Page 32, Submarines, Surprise Strike: “As detailed in step 2 of the General Combat sequence (page 18), submarines make their rolls before any other units, unless an enemy destroyer is present in the battle.”
Page 32, Transports, No Combat Value: “Transports may not attack in a sea battle without being accompanied by at least 1 unit with an attack value~~, unless they are conducting an amphibious assault from a friendly sea zone that is free of enemy submarines~~.”
Page 33, Transports, Chosen Last: “For example, air units attacking transports and submarines will hit the transports because they cannot hit the submarines without an attacking destroyer present.”
Page 33, Transports, Loading and Offloading, paragraph 3: “Land units belonging to friendly powers must load on their owner’s turn, be carried on your turn, and offload on a later turn of their owner.”
Page 33, Amphibious Assaults, paragraph 2: “It can also offload any number of units owned by the attacking power that were already on board at the start of the turn.”
Page 33, How the War Is Won, paragraph 1: “The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play (ending with the next turn of the Axis power that captured the final required city), as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.”
Page 33, How the War Is Won, paragraph 2: “The Allies win by controlling Berlin, Rome, and Tokyo for a complete round of play (ending with the next turn of the Allied power that captured the third capital), as long as they control an Allied capital (Washington, London, Paris, or Moscow) at the end of that round.”
Page 34, Global United Kingdom Rules, Mobilize New Units: “United Kingdom mobilizes its new combat units purchased by each economy at industrial complexes that fall under that economy. It mobilizes its new facilities purchased by each economy in territories that fall under that economy.”
Page 35, Movement Between Maps, paragraph 2: “The Canadian territory of Alberta/Saskatchewan/Manitoba on the Europe map is adjacent to the Western Canada territory on the Pacific map.â€
Page 36, Political Situation, National Objectives, and Bonus Income, Soviet Union, Political Situation, paragraph 2: “As a result, if the Soviet Union is at war with Axis powers on only one map, it is still under the restrictions of being a neutral power (see “Powers Not at War with One Another,†page 15) on the other map, and Axis powers on the other map are also still under those restrictions regarding the Soviet Union on both maps. For example, a state of war with only Japan lifts the neutrality restrictions from the Soviet Union on the Pacific map only, and allows Japanese units to attack or fly over Soviet-controlled territories on either map. However, the Soviet Union is still restricted on the Europe map, and Germany and Italy must still treat the entire Soviet Union as a neutral power, and may not move units into or through any original Soviet territories or Soviet-controlled territories. At the same time, Allied powers may move units into or through Pacific original Soviet territories and Soviet-controlled territories, but not European ones.”
Page 36, Political Situation, National Objectives, and Bonus Income, Soviet Union, bullet point 2: “3 IPCs for each
original German, Italian, or pro-Axis neutralterritory that the Soviet Union controls that was originally German, Italian, or pro-Axis neutral.â€Page 38, Political Situation, National Objectives, and Bonus Income, United Kingdom: “It may, however,
move units into Dutch territories as a noncombat movement at any time, as long as they have not yet been captured by an Axis power. It may actuallytake control of Dutch territories (gaining their IPC income) by moving land units into them as a noncombat movement, as long as they have not yet been captured by an Axis power. Additionally, the United Kingdom considers attacks against any Dutch territories to be acts of war against it directly. ~~Once a Dutch territory has been captured by an Axis power, however, it may be captured and controlled by any power.~~â€Page 38, United Kingdom, National Objective and Bonus Income, paragraph 1: “To reflect this objective, the United Kingdom Europe and Pacific economies (see “Global United Kingdom Rules”, page 35) collect bonus IPC income during each of the United Kingdom’s Collect Income phases in the following situations.”
Page 39, Political Situation, National Objectives, and Bonus Income, ANZAC: “It may, however,
move units into Dutch territories as a noncombat movement at any time, as long as they have not yet been captured by an Axis power. It may actuallytake control of Dutch territories (gaining their IPC income) by moving land units into them as a noncombat movement, as long as they have not yet been captured by an Axis power.â€Page 39, Additional Rules, paragraph 3: “Also, if Japan attacks any Soviet-controlled territory that is adjacent to any Mongolian territory, all Mongolian territories that are still strict neutral or pro-Allies, or have joined the Allies as a result of a failed Japanese attack, will be placed under the control of the Soviet Union at the end of Japan’s Conduct Combat phase. This will be done in the same manner as though the Soviet Union had moved land units into a friendly neutral territory (see “Friendly Neutrals,†page 10). These territories will have Soviet control markers placed on them, and their standing army units will be placed on the board using Soviet pieces and will be controlled by the Soviet Union player from then on. This will occur regardless of the state of relations between the Soviet Union and Japan at the time of the attack, with one exception: If the Soviet Union has attacked Korea or any Japanese-controlled territory bordering these Mongolian territories while Mongolia was still a strict neutral, Mongolia will remain neutral and not ally itself with the Soviet Union.â€
Page 40, Optional Rule: Research & Development, Step 3. Roll Breakthrough Die: Add to end: “If you roll an advance that you already have, roll again until you get one that you don’t have.â€
Page 40, Breakthrough Chart 1, 3. Paratroopers: “Up to 2 of your infantry units in each territory with an operative friendly air base can be moved to an enemy-controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault.â€
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… and here are the changes that apply only to the Europe Rulebook:
Page 6, How the War Is Won, Axis Victory: “The Axis powers win the game by controlling any 8 victory cities for a complete round of play (ending with the next turn of the Axis power that captured the eighth city), as long as they control an Axis capital (Berlin or Rome) at the end of that round.”
Page 6, How the War Is Won, Allied Victory: “The Allied powers win the game by controlling Berlin and Rome for a complete round of play (ending with the next turn of the Allied power that captured the second capital), as long as they control an Allied capital (Washington, London, Paris, or Moscow) at the end of that round.”
Page 10, Friendly Neutrals, paragraph 2: “This moves the territory out of its neutral status at the end of the Noncombat Move phase, however.”
Page 11, Unfriendly Neutrals, paragraph 5: “The territory remains uncontrolled (place a national control marker on it face down to indicate its new status) but is considered friendly to powers on the side it’s now allied with. Units belonging to those powers can move into it and take control of it and its remaining units in the same way as if it were a friendly neutral.”
Page 24, Convoy Disruption Example 2: “On Italy’s turn, the UK submarine in sea zone 97 can cost Italy up to 6 IPCs.â€
Page 25, National Objectives, and Bonus Income, Soviet Union, bullet point 3: “3 IPCs for each
original German, Italian, or pro-Axis neutralterritory that the Soviet Union controls that was originally German, Italian, or pro-Axis neutral.â€Page 35, Political Situation, National Objectives, and Bonus Income, paragraph 2: “These rules replace the Political Situation and the National Objectives and Bonus Income rules in Axis & Allies Pacific 1940 and Axis & Allies Europe 1940, except for the rules on Dutch territories on page 9 of the Pacific 1940 rulebook and the rules on neutral territories on pages 10 and 11 of this rulebook.”
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… and here are the changes that apply only to the Pacific Rulebook:
Page 6, How the War Is Won, Axis Victory: “Japan wins the game by controlling any 6 victory cities at the end of a complete round of play (at the end of ANZAC’s turn), as long it controls Tokyo at the end of that round.”
Page 6, How the War Is Won, Allied Victory: “The Allied powers win the game by controlling Tokyo at the end of Japan’s turn, as long as they control an Allied capital (Calcutta, Sydney, or San Francisco) at that time.”
Page 8, Spaces On The Game Board, Territories, paragraph 1: “Each power has its own color and emblem (the United Kingdom controls Western Canada in addition to those territories with its own emblem).”
Page 8, Spaces on the Game Board, Territories, paragraph 2: “A few territories, such as Wake Island, have no income value.â€
Page 8, The Political Situation, Japan: “Japan considers movement of units into or through China by any other power as an act of war against it.â€
Page 9, The Political Situation, United Kingdom and ANZAC: “These two powers also have an arrangement with the Dutch government in exile (see “Dutch Territoriesâ€, below) and have taken guardianship of the Dutch territories in the Pacific. As a result, they are free to take control of these territories
as a noncombat movement at any time, as long as they have not yet been captured by Japan. They may actually take control of them(gaining their IPC income) by moving land units into them as a noncombat movement. Additionally, the United Kingdom and ANZAC consider attacks against any Dutch territories to be acts of war against them directly. ~~Once a Dutch territory has been captured by Japan, however, it may be captured and controlled by any power.~~â€Page 9, The Political Situation, The United States: “It may not declare war on Japan unless Japan first declares war on it or makes an unprovoked declaration of war against the United Kingdom or ANZAC. Following any such unprovoked declaration of war by Japan, the United States will receive an immediate one-time bonus payment of 30 IPCs, representing the total mobilization and transfer of military assets within the continental United States. However, if the United States is still not at war with Japan by the Collect Income phase of its third turn, it may declare war on Japan at the beginning of that phase.â€
Page 9, Dutch Territories, new section between “The Soviet Union†and “Neutral Territoriesâ€: “The Dutch territories begin the game uncontrolled by any power. However, they are considered friendly to the Allied powers. Holland has been captured by Germany, so Dutch territories are treated in the same way as any Allied territories whose capital is held by an enemy power (see “Liberating a Territory,†page 20), with the exception of the guardianship of United Kingdom and ANZAC (see “United Kingdom and ANZACâ€, above).”
Page 9, Neutral Territories, paragraph 6: “The territory remains uncontrolled (place a national control marker on it face down to indicate its new status) but is considered friendly to powers on the side it’s now allied with. Units belonging to those powers can move into it and take control of it and its remaining units in the same way as if it were a “friendly neutral†(see below).”
Page 9, Neutral Territories, Friendly Neutrals, paragraph 2: “This moves the territory out of its neutral status at the end of the Noncombat Move phase.”
Page 10, China Rules: Insert as paragraph 4: “If China captures a territory containing an air or naval base (see “Air Bases†and “Naval Basesâ€, page 25), China takes control of the base. It can use an operative air base to extend its fighter’s movement range by one (but not to scramble it), but it cannot use a naval base or repair damage to any base. Of course, other Allied powers may use Chinese-controlled bases normally.â€
Page 23, Convoy Disruption Example 2: “If it’s still there on the United Kingdom’s turn, the sub may also cost the UK its 1 IPC of income from Western Canada.â€
Page 35, Political Situation, National Objectives, and Bonus Income, paragraph 2: “These rules replace the Political Situation and the National Objectives and Bonus Income rules in Axis & Allies Pacific 1940 and Axis & Allies Europe 1940, except for the rules on Dutch territories on page 9 of this rulebook and the rules on neutral territories on pages 10 and 11 of the Europe 1940 rulebook.”