Global 2nd edition Q+A ( AAG40.2)


  • Chinese fighter absolutely cannot ever fly over sea - only Chinese land + Hong Kong and Burma

    Rule says “It cannot leave the territories that Chinese occupation is restricted to”

  • 2024 2023 '22 '21 '20 '19 '18 '17

    Thank you…. though the rule isn’t 100% clear to me, because the concept of “leaving” isn’t really described in the rules. Anyway, it implies that Manchuria to Kiangsu is a distance of 3 to the Chinese plane, and 2 to all other planes.
    Thanks for the confirmation.


  • Any time

    Leaving means…… leaving.  At all

  • '22 '16

    Can a transport that was already loaded with 2 inf from the turn before amphibious assault and only unload one of the inf?  I know if you load them during combat phase and attack they both have to unload, but these were pre-loaded from the turn before.


  • @majikforce:

    Can a transport that was already loaded with 2 inf from the turn before amphibious assault and only unload one of the inf?  I know if you load them during combat phase and attack they both have to unload, but these were pre-loaded from the turn before.

    See

    @rulebook:

    During an amphibious assault, a transport must either
    offload all units that were loaded during the Combat
    Move phase or retreat during sea combat. It can also
    offload any number of units owned by the transport’s
    power that were already on board at the start of the turn.

    HTH :-)

  • '16

    Actual game situation in TripleA lobby:
    Allied navy with shipping of many nations (US and UK carriers with planes and supporting BB, Cruisers and DD; ANZAC Cruiser; French DD; UK and US Transports; Russian Inf on UK transport) in SZ 95.  
    No Russian shipping.  
    No Italian ships.
    Russian turn; Russian inf unloads onto Sicily, no defenders.
    Three Italian fighters in southern Italy.

    Can the Italian fighters scramble?   We think not, as the shipping is not involved in the battle (it is the Russian turn).
    TripleA gave the option to do so.  Scramble declined for above reason.

    If scramble is allowed who do they attack?  just the UK Transport with the Russian Inf?  Its not the UK turn.

    Can we get an OFFICIAL ruling from Gamerman01 or Krieghund or another rules deputy.

    Thank you


  • @gamergray:

    Actual game situation in TripleA lobby:
    Allied navy with shipping of many nations (US and UK carriers with planes and supporting BB, Cruisers and DD; ANZAC Cruiser; French DD; UK and US Transports; Russian Inf on UK transport) in SZ 95.  
    No Russian shipping.  
    No Italian ships.
    Russian turn; Russian inf unloads onto Sicily, no defenders.
    Three Italian fighters in southern Italy.

    Can the Italian fighters scramble?   We think not, as the shipping is not involved in the battle (it is the Russian turn).
    TripleA gave the option to do so.  Scramble declined for above reason.

    If scramble is allowed who do they attack?  just the UK Transport with the Russian Inf?  Its not the UK turn.

    Can we get an OFFICIAL ruling from Gamerman01 or Krieghund or another rules deputy.

    Thank you

    Please see the Official FAQ:

    @Official:

    Scrambling
    Q. Say the United Kingdom launches an amphibious assault from a US transport without any
    supporting UK sea or air units in the sea zone, and then the defender scrambles. What
    happens?
    A. In effect, nothing happens. The US transport doesn’t participate in the sea battle because it’s not the
    US’s turn. Since there are no attacking sea or air units, there is no sea battle. However, the sea zone
    can’t be cleared of defending combat units, so the amphibious assault can’t proceed.

    So yes, the Italians may scramble. If doing so, the Russians may not unload from the UK Transport.
    That’s all.

    HTH :-)

    (Edit: two typos)

  • '16

    Clear and concise.
    Makes sense –  now.

    Thanks P@nther


  • Thanks, P@nther

  • Sponsor

    Gotta a question from a youtube subscriber and wanted to pass it on here…

    I’m confused on the submarine rules of the game regarding sneak attacks had a game where in a sea battle my brother had a bunch of subs and i brought in subs couple destroyers planes battleships and a couple of cruisers. Now i know my destroyers negated his subs ability to submerge or sneak attack and allowed my planes to fire at his subs but the way the rules read because i had destroyers in the fight it also negated my ability to submerge or sneak attack him even though he had no destroyers… Because in the book it says if the opposing side has a destroyer in the battle the attacking or defending subs can’t submerge or sneak attack… So does that mean because i had destroyers and he didn’t my subs can still sneak attack and submerge and his can’t or does that mean because i had destroyers in the battle and he didn’t that neither of us can submerge or sneak attack because the wording of that paragraph makes no sense to me because why would my own destroyers negate my subs abilities but the way its written looks like it would_


  • @Young:

    because i had destroyers and he didn’t my subs can still sneak attack and submerge and his can’t

    This is correct

  • Official Q&A

    To clarify, the rule in question (on page 19 of the Europe Rulebook) says, “However, if the opposing side has a destroyer in the battle, the attacking or defending submarines can’t submerge or make a Surprise Strike.”

    “Opposing side” refers to the defender where the attacker concerned and to the attacker where the defender is concerned.  Therefore, attacking subs can’t submerge or make a Surprise Strike when the defender has a destroyer, and defending subs can’t submerge or make a Surprise Strike when the attacker has a destroyer.

    Hope this helps.

  • Sponsor

    Thanks for that guys, I have passed on your comments.

  • Sponsor

    I’m making some cards as a game aid to remember the turn sequence and other things that happen during a turn. Would this list “technically” be correct?

    1. Research & Development (Optional)
    2. Purchase new units
    3. Repair damaged units
        - facilities
        - capital ships
    4. All air units take off
    5. Combat movement phase
    6. Scramble defending air units
    7. Resolve Combat
        - strategic bombing raids
        - amphibious assaults
        - general combat
    8. Non-combat movement
    9. Mobilize new units
    10. All air units land
    11. Collect income
    12. Conduct convoy disruptions


  • #2 and #3 Purchase and repair should be together (are simultaneous)
    #4 and #10 are confusing
    If you want to make it clear that defender planes have to be landed before the turn owner’s non-com is done, put it right before #8
    #6 add kamikazes
    #7 YES
    #11 and #12 are simultaneous and should be together

  • Sponsor

    I find that it helps new players to separate and breakdown actions as long as it doesn’t effect game play. I moved the repair damaged units ahead of purchase new units because an IC likely gets fixed before purchasing new units, but I understand keeping them together if you’re playing with the “can’t go back once a phase is finished or has been skipped” rule. However, getting convoyed before or after collecting your income can’t have too much of an effect, I just think it’s important to help new players remember what can happen throughout a single turn sequence. About #4 & #11… you would be surprised how many new players believe that air units on carriers must move with the carriers, they also forget that planes can land on new carriers, or new planes can land on existing carriers.

    1. Research & Development (Optional)
    2. Repair damaged units
        - facilities
        - capital ships
    3. Purchase new units
    4. All air units take off
    5. Combat movement phase
    6. Scramble defending air units
    7. Deploy Kamikaze tokens
    8. Resolve Combat
        - strategic bombing raids
        - amphibious assaults
        - general combat
    9. Non-combat movement
    10. Mobilize new units
    11. All air units land
    12. Collect income
    13. Conduct convoy disruptions

  • '19 '17 '16

    I don’t think the answer to simplifying the game is to have more phases. Perhaps have a checklist with all those steps if you like, but I hate the part in Triple-A where you have to purchase units before combat movement. Politics and repair are also annoying. These should all be rolled into a single phase which allows going back and changing things. That would make it easier and more fun.

    I could, conceivably, understand a scramble/intercept/kamikaze phase between Combat Movement and Combat. That might save a bit of confusion. And perhaps a scramble/intercept planes land phase after combat - it’s pretty obvious but it could be formalised if you wanted too.

    And I agree about #4 & #10 being confusing - why are they there at all? Just think that all planes are in the air during your turn, if you like.


  • I need a confirmation on this, please.

    In the Notes on triple a it says:
    *(PE) USA may not end movement in seazone adjacent to Japanese controlled territories when not at war with Japan
    (Sea Zones 6,17,19,20,22,32,33,34,36, and 37).

    Meaning that any US ship may not end ist move in 23, 16,30 and so on.

    Example sz 16 is adjacent to sz 6 and 17.
    You can stop your Movement in neither of those sz (6,16,17).
    Correct?


  • The rule is simply that when not at war the USA cannot leave any boats in a seazone that is adjacent to Japanese controlled territory.
    So no, no US ship may end it’s move in Zone 17 (Iwo Jima), but yes they can always sit in 16, 23, 30 or any zone that doesn’t have a Japanese controlled island or bordering a Japanese controlled territory (like on US1, Z37 is off limits because the Japanese control Siam)

    You can freely pass THROUGH these zones that you can’t end your movement in
    The note is there because Triple A does nothing to stop you from breaking this rule


  • Sz 23 on US 1 is ok for US; SS and DD and on US2, the US is free to end it’s movement in sz 16 and is still not at war with Japan?

Suggested Topics

  • 8
  • 1
  • 3
  • 38
  • 2
  • 1
  • 27
  • 12
Axis & Allies Boardgaming Custom Painted Miniatures

191

Online

17.3k

Users

39.9k

Topics

1.7m

Posts