Scenario B would be correct. The rules specifically say that while it is legal to onload troops onto friendly transports, they must onload on your turn, and may only be offloaded on your next turn. The U.K may not offload the troops for you or you may not hop scotch using a transport.
Global 2nd edition Q+A ( AAG40.2)
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Hello
I have a question for clarification:
Is Japan able to occupy Dutch East Indies without a dow on England?
Is Japan able to DoW on France in Indu-China without DoW on England too?
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Is Japan able to occupy Dutch East Indies without a dow on England?
No, Japan must be at war with UK/ANZ to attack Dutch Territories
Is Japan able to DoW on France in Indu-China without DoW on England too?
Yes. Only UK/ANZ politics are coupled and inseparable.
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Is Japan able to occupy Dutch East Indies without a dow on England?
No, Japan must be at war with UK/ANZ to attack Dutch Territories
Is Japan able to DoW on France in Indu-China without DoW on England too?
Yes. Only UK/ANZ politics are coupled and inseparable.
Thank you very much, Gamerman, can you point to where I can refer to this at? This is my understanding of DEI, but there is a softwear game which apparently allows Japan to invade DEI on non-combat without DoE on England and Australia, as though it were a strict neutral. I have not been able to find clarification to DEI as yet…?
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I’m not aware of any such software limitation.
True neutrals and the Dutch are hostile to the Axis and must be attacked, therefore can’t be moved into on non combat move.
@Pac:
Where Units Can Move
Land Units: A land unit can move into any friendly or friendly
neutral territory,…Sea Units: A sea unit can move through any friendly sea
zone. It can’t move into or through a hostile sea zone.@Pac:
Japan may attack Dutch territories
only if a state of war exists between it and the United Kingdom and ANZAC.Does that clarify it for you?
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I’m not aware of any such software limitation.
True neutrals and the Dutch are hostile to the Axis and must be attacked, therefore can’t be moved into on non combat move.
@Pac:
Where Units Can Move
Land Units: A land unit can move into any friendly or friendly
neutral territory,…Sea Units: A sea unit can move through any friendly sea
zone. It can�t move into or through a hostile sea zone.@Pac:
Japan may attack Dutch territories
only if a state of war exists between it and the United Kingdom and ANZAC.Does that clarify it for you?
Thank you Simon! Am looking these up right now (downloading copy of pacific rules as I dont have a copy myself). I do remember a debate as to whether Pacific rules were superseded by Global rules? In the past few games Japan has been able to occupy DEI without DoW on England, which felt off to me.
edit: downlowaded the rules pacific… clear as day! TY Very Much!
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Thanks Simon
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I have a quick question,
: In Europe 1940 what IPCs do the nations have ready to spend on their first turn? the rule book didn’t seem to cover this -
Their cash they can spend in the 1st turn is the same as their starting income.
From p7 of the rulebook: “Each power is color coded as shown in the following chart, which also shows the power’s starting income level and treasury in Industrial Production Credits…”. So the table shows not only each nation’s starting income but also their starting treasury (= cash to spend in 1st turn).
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A follow up question about Dutch East Indies…. as UK and Australian forces can move into them and claim their IPC values without DoW… does the forces have to be land forces or can Australia land a plan on Borneo, for instance, and claim the territory and IPCs? And would this be something that has to be done on non-combat phase, as is entering other friendly neutrals?
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It’s non-combat, and must be a land unit (AAA don’t count). They can land planes there, but to claim the territory as their own, they must land an Infantry, Artillery, Mech, or Tank unit.
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It’s non-combat, and must be a land unit (AAA don’t count). They can land planes there, but to claim the territory as their own, they must land an Infantry, Artillery, Mech, or Tank unit.
TYVM
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Has anyone ever done any research about the starting allocations for 1940 Global A&A??? Did the game creators just pick numbers out of the air???
1940 German Wehrmacht 6.6 million
1940 Japanese Army 1.7 million
1940 US Army .3 million
1940 British Army 1.65 million
1940 Soviet Red Army 6.8 millionAxis and Allies
Germany 57 land units (36 Inf, 9 Armor, 4 Mech, 8 Art)
Japan 47 land units (37 Inf, 1 Armor, 1 Mech, 8 Art)
USA 14 land units (7 Inf, 1 Armor, 4 Mech, 2 Art)
UK 17 land units (10 Inf, 2 Armor, 2 Mech, 3 Art)
USSR 51 land units (45 Inf, 2 Armor, 2 Mech, 2 Art)Anyone have any idea why Japan was ridiculously over-powered and the UK was ridiculously under-powered??? Germany and the Soviets have a bit of a discrepancy too, their totals should be inverted in global A&A.
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If you have paratroopers, and you attack with paratroopers and a fighter on a territory with an AAA, (and the AAA rolls 1) , are you (the attacker) able to chose which unit lost? Also, how many shots does the AAA get vs. 2 infantry as paratroopers and one fighter?
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Since you didn’t mention them, I’ll point out that you can’t attack with paratroopers unless there is at least one other ground unit attacking this territory (could be amphibious)
AAA shoots at each one, so with 2 paratroopers and one fighter, that’s 3 shots.
Attacker chooses casualties from AAA per rules under AAA unit in the rulebook -
The rulebook doesn’t specifically say so but it is inferred from the idea that the attacker chooses the casualties, as Gammerman01 says.
Triple-A allows you to choose inf.
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Has anyone ever done any research about the starting allocations for 1940 Global A&A??? Did the game creators just pick numbers out of the air???
[…]
Anyone have any idea why Japan was ridiculously over-powered and the UK was ridiculously under-powered??? Germany and the Soviets have a bit of a discrepancy too, their totals should be inverted in global A&A.
There is always a trade-off between being accurate (historically speaking) & being balanced. I prefer a game being balanced. If you do not agree, please follow these steps:
- Please convert your real-world-numbers to A&A units.
- Toss these units around the board in a way you think seems about right.
- Next, play 100 test games.
- Report the results on these forums.
Have fun!
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Has anyone ever done any research about the starting allocations for 1940 Global A&A??? Did the game creators just pick numbers out of the air???
Anyone have any idea why Japan was ridiculously over-powered and the UK was ridiculously under-powered???  Germany and the Soviets have a bit of a discrepancy too, their totals should be inverted in global A&A.Â
As this is a game rather than a simulation, balance must be considered, as Ozymandiac pointed out. If the actual historic situation were faithfully represented, the Axis would have very little chance of winning. Also, it’s important that each major power have an important role to play so that each player has a rewarding game experience, so power balance has also been shifted around between the sides. The purpose of the game is to provide a fun experience evocative of World War II rather than to recreate the war exactly.
I hope this helps.
The rulebook doesn’t specifically say so but it is inferred from the idea that the attacker chooses the casualties, as Gammerman01 says.
From page 40 of the Europe Rulebook:
If the territory being attacked has AAA (antiaircraft artillery) units, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units.
The phrase “in the same way as air units” indicates that the infantry are treated as air units are for the purposes of AAA fire. This means that they are counted as air units are for the purpose of determining the number of AAA shots fired and that they are chosen as casualties by the attacker in the same way that air units are.
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For the past 2 weeks I’ve actually been in the process of creating actual schedules for the delivery of men and materiel on a round by round (which I consider year by year) basis for each power and eliminating the IPC’s from the game. I’ve been playing these games for 30 years: the first game just turned into a stockpiling of transports outside Normandy until the Luftwaffe was exhausted; this latest version just turns into a slogging match of infantry between the Wehrmacht and the Red Army until Germany is exhausted. Was just curious if anyone had done any research on the Global 1940 unit allocations; little snide, sarcastic comments are not needed.
Anyone have any idea why Japan was ridiculously over-powered and the UK was ridiculously under-powered??? Germany and the Soviets have a bit of a discrepancy too, their totals should be inverted in global A&A.
There is always a trade-off between being accurate (historically speaking) & being balanced. I prefer a game being balanced. If you do not agree, please follow these steps:
- Please convert your real-world-numbers to A&A units.
- Toss these units around the board in a way you think seems about right.
- Next, play 100 test games.
- Report the results on these forums.
Have fun!
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General, this thread is actually intended for rules questions only. There are definitely other sections of this site that are ideal for the discussion you want to have, but this is not the thread for this. Thank you.
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During an air battle triggered by interceptors on a strategic bombing raid… do strategic bombers get a roll @1 or is it just between interceptors and escorts?. I’ve been under the assumption that all aircraft involved get 1 dice to hit on ones.