Brando, why would you leave 1 inf in each territory? The only ones that matter are rostov and Baltic States. You will lose 6 ipcs in units for not much gain in epl/bess.
I leave 1 Inf in each territory, so the Axis/enemy can’t just walk in. Inf have a 33% chance of a hit. Prevents a country from just taking a territory w/1 Inf. Usually the attacking country has to attack w/2 ground units, just in case your Inf gets a hit. Also prevents the enemy from sending just one ground unit on a long walk across your territories(i.e. when Japan starts marching across the Soviet Far East). I don’t always do this. Like in China, I consolidate the Chinese Inf whenever possible. But in Russia, I always try to leave at least 1 Inf in each territory. One thing to point out, I don’t leave 1 Inf in each territory, unless the enemy has a chance to take that territory.
Because they only have a 33% chance to hit, I would not want to risk giving away nearly free infantry kills to Germany unless they are defending something valuable. Each infantry you put in his way is 1 less body defending something critical for a 33% chance to kill 1 thing.
It’s not just a 33% chance of killing something. It’s making the enemy commit more than 1 Inf/1 ground unit to take the territory How would this hurt a country like germany that will have mechs constantly reinforcing and the positioning does not screw him?. Maybe you didn’t read my entire post. Again, I don’t always leave 1 Inf behind in each territory(i.e. China and other territories) Japan can just send 1 inf and air, it really won’t hurt him if he wants to.. However, leaving 1 Inf behind on such things as islands, even 1 IPC islands. Your enemy would most likely have to commit at least 2 ground units to take the islandIt depends on the value of the island and the likelihood he/she would go for it.. Therefore, forcing your opponent to commit more resources to take territories and have less units to use elsewhere. I understand what you mean, but this is also a game of economics and efficiency. If your opponent does not need to go for it, or is not even affected by it, the one infantry won’t be an issue.Like I said in my explanation, Soviet Far East is a good example. There are 13 IPC’s from Soviet Far East to Vologda/Samara. If your strategy is to leave these unguarded for Japan to just take w/1 Inf, then go for it. In my opinion, over the 26 years I’ve played A&A, it’s the wrong stategySince russia can easily stop japan from taking it unless Japan commits more to the front, it really is not an issue. Also, with mongolia, it won’t be unguarded.
Global 2nd edition Q+A ( AAG40.2)
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Nice!! That’s what I wanted, and as always you are so fast
Thanks Krieghund, have a nice day
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Just for fun:
Kamikazes were involved in my situation also 😎
So it can be a big deal that you have to declare before kamikaze attacks rather than after.But it didn’t matter because I had 2 mighty subs that @oysteilo didn’t dare attack with a single destroyer in an amphibious assault attempt. He wanted Korea, and he got it. I never saw it coming.
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Ok. Here’s a related amphib assault question – no kamikazi though.
US assaults FIC with 1 Sub + transports
Japan has 3 subsAs the US attacker, I can ignore the subs and launch an amphib assault, if the transport is escorted by a “warship” because of the following in the rules
“A transport that is part of an amphibious assault must end its movement in a friendly sea zone (or one that could become friendly as result of sea combat) from which it can conduct the assault. However, a transport is not allowed to offload land units for an amphibious assault in a sea zone containing 1 or more ignored enemy submarines unless at least 1 warship belonging to the attacking power is also present in the sea zone at the end of the Combat Move phase.”
Subs do not make a SZ friendly or hostile. So what effect does the escorting sub do?
One interpretation is that a sub is a “warship” and suppresses the other subs. But I see it equally possible that “warship” = surface vessel, and thus the escort cannot suppress the subs. Combat will occur if the defender wishes to fight–he has the option to submerge. -
Subs are warships - just not surface warships (see the heading under Sea Units on p. 31 of the Europe rulebook).
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@matttodd1 ok. Thanks for that clarification
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@gamerman01 said in Global 2nd edition Q+A ( AAG40.2):
I can’t find the rule(s) that tell about:
When a unit of one ally is on another ally’s transport - can the ground unit amphibiously assault from the ally’s transport when it is his turn?
If so, can the defender scramble against it? If so, what if the attacker has no naval or air units in the zone to support it? Does the defending fighter stop the amphibious assault? Surely it doesn’t destroy anything… (the offloading ground unit or the ally’s transport)?Thanks - somebody asked me and we weren’t sure, and now it’s applicable in my game. Seems like it wouldn’t even be a very rare situation…
For anyone reading, I understand there may be a house rule for “balanced mod 4”, but I am playing “balanced mod 3” and I believe it uses the 2nd edition rulebook for this situation.I scoured the 2nd edition rulebook in what I thought were all the applicable sections, and I couldn’t figure out how to apply them to amphibious assaults from ally’s transports - I only saw the rule that says you can share aircraft carriers and transports with your allies… Thanks!!
So I have this situation in one of my games, potentially. It is BM4. I am wondering…what do you mean by “I understand there may be a house rule for “balanced mod 4"”? I know it’s been awhile… I appreciate any guidance you can give!
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Yes that was over 2 years ago, but I can answer.
Only difference between BM4 and BM3 is 14 cost bombers
BM3 uses 2nd edition rules for generally most things, including this. So there are no “house rules” for BM4, where I wasn’t sure about that in 2022So, pretty sure you can amphibiously assault off an Ally’s transport on your turn (see Krieghund’s reply).
I know for sure a scramble stops that assault (see Krieghund’s reply to that old post)
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@gamerman01 Thanks for the quick reply!
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Hello A&A community, quick question about a specific scenario that I cannot find clarity on in the rulebook. Playing G40, US attacks SZ 95 where Italian navy and German U-Boats are located. I know that U-Boats can submerge as US Navy has no destroyers. But here’s where I am lost … If I submerge the U-Boats which would mean certain destruction of the Italian navy there, then UK Navy move to SZ 95 for an attack which includes destroyers, would the German U-Boats (combined with scrambling Luftwaffe from Southern Italy) be defending against the UK navy and the US navy boats that are there or just the UK navy which is attacking on its turn?? The answer is crucial for my current game as we are playing with Captain’s house rules where U-Boats are lethal.
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@Trout - On UKs turn, only the UK ships are attacking. Any US ships in the sea zone are ignored in such an attack, on UKs turn.
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@matttodd1 Got it. Thanks for the prompt reply!
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If an unfriendly neutral is attacked but not conquered, I’m pretty sure that enemy air units may land in it without enemy land units to activate it. However, I’ve had a look and I can’t see where that is clearly stated in the rules - seems implied but is that it?
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@simon33 said in Global 2nd edition Q+A ( AAG40.2):
If an unfriendly neutral is attacked but not conquered, I’m pretty sure that enemy air units may land in it without enemy land units to activate it.
Correct.
However, I’ve had a look and I can’t see where that is clearly stated in the rules - seems implied but is that it?
It’s just landing in a friendly territory.
Rulebook Europe 1940.2 page 11:
“Unfriendly Neutrals
…
When a neutral territory is invaded, it’s no longer considered
neutral and immediately becomes hostile to the alliance
of the power that attacked it and friendly to the opposing
alliance.
…
If the attack upon the formerly neutral territory is unsuccessful
(the territory is not captured), any remaining defending units
stay in the territory but can’t move. 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.” -
That could be more clearly written IMO.
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@simon33 Note that while air units on the side of the formerly neutral territory may now land in it, they cannot take control of it. Land units are required for that.
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This has probably been asked before but had questions about neutrality restrictions and purchases.
- When Japan is at war with the Soviet Union, can Japan enter Soviet territories on the Europe side of the board when SU is not at war with Germany/Italy?
- Can SU enter UK/France/ANZAC territories when the SU is at war with Japan, but none of the UK/France/ANZAC are at war with Japan?
- Whenever there’s a game where America has to declare war to enter the war (like it had to wait until end of turn 3), can it buy more than 9 units on the turn it is allowed to declare war, or are they still restricted by the 3 unit placement per minor IC?
- If America enters the war because of a J1 or someone else declares war on it first, can America buy 10 units per IC the first turn it takes after going to war or does it have to wait until the next turn?
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Yes.
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It can on the Pacific map, but not on the Europe map (unless also at war with Germany or Italy).
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As it cannot declare war until the Collect Income phase, it is still restricted.
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Its industrial complexes are upgraded immediately when it enters a state of war, so they can be used on its first turn after another power declares war on it.
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