• How exactly does Tech Research happen?
    Purchase tech rolls during unit purchase phase.
    5 IPC per die roll.  I get that.
    Roll of 6 translates to a breakthrough.

    Only 1 breakthrough per turn, regardless of how many 6’s you roll?
    Is this breakthrough an immediate ability or do you have to wait until next turn?
    How do you choose a tech tree?  What about which breakthrough?


  • @Spendo02:

    How exactly does Tech Research happen?
    Purchase tech rolls during unit purchase phase.
    5 IPC per die roll. I get that.
    Roll of 6 translates to a breakthrough.

    Only 1 breakthrough per turn, regardless of how many 6’s you roll?

    'fraid so

    Is this breakthrough an immediate ability or do you have to wait until next turn?

    Immediate

    How do you choose a tech tree? What about which breakthrough?

    Your choice, after rolling a 6. Re-roll to randomly get a breakthrough on the chart you selected.
    And you do understand that there are no “tech tokens” in Global as there were in Anniversary?  Fail to roll any 6’s, and you’ve received zero benefit for your gamble…

    Yeah, a lot of people want to re-form the Global game’s tech…  But that’s the way the official rules are at this time.  All bets are off for Alpha 4


  • Just to double check, Naval and Air bases can receive up to six points of damage before they become inoperable, correct? And what is the maximum damage a naval or air base can receive?


  • @munchie19:

    Just to double check, Naval and Air bases can receive up to six points of damage before they become inoperable, correct? And what is the maximum damage a naval or air base can receive?

    Up to 3 points before they’re inoperable; At 4 points they no longer work.  6 is the maximum they can recieve.  They have the same damage capabilities as the minor IC.


  • The rules say that if there’s naval combat in a sea zone then there can’t be shore bombardment on the amphibious assault, but both SZ 109 and 110 border England. However, assuming there’s a British destroyer in 110, the transport and aircraft wipe out said destroyer, and a Battleship moves into 109, does the Battleship get to fire shore bombardment, or does any naval combat in an adjacent sea zone cancel all shore bombardment?


  • @kdfsjljklgjfg:

    The rules say that if there’s naval combat in a sea zone then there can’t be shore bombardment on the amphibious assault, but both SZ 109 and 110 border England. However, assuming there’s a British destroyer in 110, the transport and aircraft wipe out said destroyer, and a Battleship moves into 109, does the Battleship get to fire shore bombardment, or does any naval combat in an adjacent sea zone cancel all shore bombardment?

    In order for shore bombardment to occur, the cruiser and/or battleship must be in the same seazone that the amphibious assault is staged and no naval combat occurs in that seazone prior to unloading transports for the amphibious assault.  The battleship, in your example, doesn’t get to do bupkis; not because it’s canceled but that in 109 there is no amphibious assault.


  • @kcdzim:

    @munchie19:

    Just to double check, Naval and Air bases can receive up to six points of damage before they become inoperable, correct? And what is the maximum damage a naval or air base can receive?

    Up to 3 points before they’re inoperable; At 4 points they no longer work.  6 is the maximum they can recieve.  They have the same damage capabilities as the minor IC.

    Not quite.  Page 25 of Europe manual - “A naval/air base is considered to be inoperative if it has three or more damage points.”

    In other words, a base must have 2 damage or less to work.  So at THREE points, they no longer work.


  • @Gamerman01:

    @kcdzim:

    @munchie19:

    Just to double check, Naval and Air bases can receive up to six points of damage before they become inoperable, correct? And what is the maximum damage a naval or air base can receive?

    Up to 3 points before they’re inoperable; At 4 points they no longer work.�  6 is the maximum they can recieve.�  They have the same damage capabilities as the minor IC.

    Not quite.  Page 25 of Europe manual - “A naval/air base is considered to be inoperative if it has three or more damage points.”

    In other words, a base must have 2 damage or less to work.  So at THREE points, they no longer work.

    d’oh.  of course.  as a factory produces as total minus damage.  I knew that.


  • I know you did  :-)
    It just didn’t come out right that time, so I came to prevent any confusion


  • Odd question:

    Are there any common house rules?

    I tend to play without limits on the number of breakthroughs per turn…although that never matters.


  • I keep thinking that I’ll run out of questions for this game, but a new one always pops up…

    According to the Alpha +3 details Larry published: “Major industrial complexes can only be built on originally controlled territories (this includes upgrading minor ones). Likewise they may not be upgraded when captured. Major industrial complexes are reduced to minor when captured.”

    My question is this: Both Manchuria and Kiangsu are technically Chinese territories under Japanese control at the start of the game, and they both have an IPC value of 3. Is Japan allowed to build a major industrial complex on either of these territories since they are “originally controlled territories”, or is it prohibited from doing so since the territories are Chinese?

    Kept looking around the forums for this question and never found it - I apologize if it has already been resolved.


  • @techroll42:

    Odd question:

    Are there any common house rules?

    I tend to play without limits on the number of breakthroughs per turn…although that never matters.

    :-)  That’s a great house rule.  Get back to the old 80’s rules….  Roll triple 6’s and get 3 techs!
    I think it would be a good idea to play with tech tokens a la AA50.


  • @oklahomasailor52:

    I keep thinking that I’ll run out of questions for this game, but a new one always pops up…

    According to the Alpha +3 details Larry published: “Major industrial complexes can only be built on originally controlled territories (this includes upgrading minor ones). Likewise they may not be upgraded when captured. Major industrial complexes are reduced to minor when captured.”

    My question is this: Both Manchuria and Kiangsu are technically Chinese territories under Japanese control at the start of the game, and they both have an IPC value of 3. Is Japan allowed to build a major industrial complex on either of these territories since they are “originally controlled territories”, or is it prohibited from doing so since the territories are Chinese?

    Kept looking around the forums for this question and never found it - I apologize if it has already been resolved.

    Yes, it’s been resolved relatively recently on this FAQ thread, but don’t worry - we don’t expect you to look through dozens of posts.  If you have a question, just ask.

    Manchuria and Kiangsu are in fact considered Chinese for these purposes.  No Jap majors are allowed on these Chinese territories with Alpha3.  Only on Korea.  Go by the color of the territory.


  • That’s what I figured - thank you!


  • Any time


  • Could anyone state this Alpha +3 changed sub rule in a different way? I’m having a difficult time understanding exactly what it means:

    “Also note that transports are not allowed to unload land units for an amphibious assault in a sea zone containing an enemy sub(s) belonging to a power with which they are at war unless at least one of his warships was also present in the sea zone at the end of the Combat Move phase.”

    Does this mean that I can only do an amphibious assault if one of the sub owner’s warships was in the sea zone at the end of Combat Movement, or if one of MY warships was present then? I’m just very confused!  :?
    Moreover, why even change the rule?


  • @oklahomasailor52:

    Could anyone state this Alpha +3 changed sub rule in a different way? I’m having a difficult time understanding exactly what it means:

    Absolutely. I can make this crystal clear for you.

    “Also note that transports are not allowed to unload land units for an amphibious assault in a sea zone containing an enemy sub(s) belonging to a power with which they are at war unless at least one of his warships was also present in the sea zone at the end of the Combat Move phase.”

    Does this mean that I can only do an amphibious assault if one of the sub owner’s warships was in the sea zone at the end of Combat Movement, or if one of MY warships was present then? I’m just very confused! :?

    Yes you are. “at least one of his warships was also present” is referring to the attacker. Not the defender. The rule merely means that you can’t ignore enemy subs (you are at war with) with your naked (totally unescorted) transports.

    Moreover, why even change the rule?

    Because subs should be able to prevent unescorted transports from landing and making amphibious assaults. Does it make sense if you have 10 subs and your enemy waltzes up with one loaded transport and no escort, and can just ignore all your subs? The game developers didn’t think so.

    So in other words, to be able to unload from a sea zone containing enemy subs, you must have a warship escorting the transport(s). (Submarine, Destroyer, Cruiser, Carrier, or Battleship) You would move this escort during the combat movement phase.


  • Although I don’t see a situation where this would arise–if one player is stupid enough to leave transports unescorted…


  • @techroll42:

    Although I don’t see a situation where this would arise–if one player is stupid enough to leave transports unescorted…

    Oh, it could definitely arise.  Many times a player wants to take a territory (could be an island) with an unescorted transport.  Maybe it’s the last money island + the NO for Japan, for example.  Maybe to escort it is to have all your escort ships annihilated.  Maybe there is no escort ship available, and you have a surplus of transports.  Etc etc

    The rule is there for good reasons, guys.  :-)

  • Official Q&A

    @Gamerman01:

    So in other words, to be able to unload from a sea zone containing enemy subs, you must have a surface warship escorting the transport(s). (Destroyer, Cruiser, Carrier, or Battleship) You would move this escort during the combat movement phase. Subs can’t escort transports safely. Must be surface warship - minimum, destroyer.

    To be clear, in order to carry out an amphibious assault from a sea zone containing enemy subs, you must have a warship escorting the transport(s).  It’s perfectly OK to offload in such a sea zone without escort in noncombat movement, and a sub will do just as well as a surface warship for an amphibious assault escort.

    @techroll42:

    Although I don’t see a situation where this would arise–if one player is stupid enough to leave transports unescorted…

    …they would die on the next enemy turn.  This rule simply prevents unescorted transports from attacking (carrying out an amphibious assault) in enemy sub-infested waters before they die.

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

30

Online

17.3k

Users

39.8k

Topics

1.7m

Posts