The FAQ Thread
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@insanehoshi said in The FAQ Thread:
I would like to see an answer for this as well. The question would also apply to forts. For example, does an AAA on the Maginot Line get 3 shots at 6?
I never thought about it before, but Rule 1.23 c) on the Maginot Line does say that « Defending land units get +3 Defense on the first round of combat ».
Anti-Aircraft Artillery is a land units and participates in the first round of combat, as per Rule 12.2 : « An Attacking or Defending AA Artillery rolls one die for each opposing aircraft up to a maximum of three rolls on hits on a roll of “3” or less. […] AA Artillery fire on the first round of combat only. »
So pending correction in the Errata or FAQ, I would say it does get +3 Defense bonus.
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@insanehoshi I can see the position, but since the only other situation in the rules that is similar doesn’t suggest this change either, I can’t agree with that interpretation. Abyssinia can beat back Italy, assumedly forcing peace, but it doesn’t suggest they stop being French controlled or making their rolls. I would of course like clarification on this, but until thay comes, I can’t see anything that says they stop rolling.
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@gnomegrabbin Only controlled minors and the CCP get rolls. Abyssinia and Spain are just examples of this. if they are not controlled, they do not get a roll. Abyssinia doesn’t get a roll if the war ends.
Recruitment rolls are always associated with a controlled power whenever found in the rules. When the war in Spain is over, the sides are not controlled anymore. -
@noneshallpass said in The FAQ Thread:
An Attacking or Defending AA Artillery rolls one die for each opposing aircraft up to a maximum of three rolls on hits on a roll of “3” or less.
Where i see the issue is that the rules for AAA doesn’t say it rolls at its defence, or rolls at its attack value, it says it rolls at the static value of “3”.
While it might be intended that AAA is affected by terrain and forts, i think it might be problematic as AAA is balanced by it firing one time, but forts giving them a bonus one time seems to counteract that. This would make AAA incredibly strong in fortified zones. Toss a fort and 3 AAA into paris, and that’s going to be 9 dice at 5 (assuming the germans bring 3 planes).
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@insanehoshi My thought is that since AAA is a land unit, anything referring to “land unit” such as terrain or forts, applies. Also, it is listed as having an attack and defense value on the battleboard and rulebook, so I would say that it does have an attack and defense.
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@trig But I don’t see anything that says they stop being controlled. Am I missing some footnote somewhere that says when they are no longer at war they revert to being neutral? I can see the logic behind the argument for that interpretation, which is what makes this question so frustrating. But I can also see the logic behind it not changing, the major power in question establishing a puppet government or simply locals rallying to the cause of the liberator who secured their own independence.
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@trig I’m with you that AAA should get boosted or debuffed based on terrain / fortification.
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@gnomegrabbin I’m with you that the controlled minors do not suddenly become strict neutrals after a victorious fight.
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@gnomegrabbin The condition for control is the state of the Spanish Civil War. If there is no civil war, there is no control.
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@insanehoshi but what are we basing that on? I can’t find any rule that says so, nor anything that suggests it.
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@gnomegrabbin First find a rule that states they are controlled when there is no civil war.
Anything in section 13.1 Spanish Civil War can only occur within the confines of the Spanish Civil War, that includes control.
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@insanehoshi I’m sorry, but they start the game as controlled. So you tell me why and when that status changes per the rule book please and thank you.and your reference about what’s in the SCW stays in the SCW doesn’t tell me anything / convince me.
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@insanehoshi Table 4-1
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@theveteran Yes, because the Spanish Civil War exists at the start of the game.
@gnomegrabbin said in The FAQ Thread:
table 4-1
Is that the table that also says that they arnt controlled in the 1939 setup?
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@insanehoshi ah, you are right, it does say 36 only. That does lend some weight to the argument. Certainly not enough, but some. Yet more reason for a clarification.
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A question about blockades:
Does an Island Nation such as the UK and Japan count as blocaded if their remaining naval facilities are damaged?
Another map question, are the Bearing sea and Hudson Bay sea zones adjacent, specifically for flying units?
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Geographically they are, but there is no written info that they connect, contrary to other land and sea zones. I don’t know what we should make of this.
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@noneshallpass The FAQ says not.
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Ok, time to get this thread rolling again.
Some questions from Operation Skyhook:a) Must the money for upgrades (specifically SS upgrades) be set aside at the start of the turn to save of use for upgrades?
I think yes due to 11.6.b) Do captured Major shipyards act as a minor shipyard?
I think yes, from the analogy of factories.c) If the CCP of KMT attack the other, does it negate the truce?
I think yes. Nonaggression is one of the provisions of the pact.d) Can the CCP and KMT resign the truce after it has been broken?
No clue on this one.e) Can you take the militia from a recruitment roll and split them between two zones?
If no, can the CCP do it?
I think it is no, yes. See 11.5 and the CCP reference sheet.Other questions? Any answers?
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@trig said in The FAQ Thread:
a) Must the money for upgrades (specifically SS upgrades) be set aside at the start of the turn to save of use for upgrades?
I think yes due to 11.6.No, you must declare and pay for the upgrade in advance and if you cannot place the upgrade at the end of your turn, it remains on the production chart (Rule 11.2). You cannot save IPPs then randomly decide to spend them on upgrades at the end of your turn.
b) Do captured Major shipyards act as a minor shipyard?
I think yes, from the analogy of factories.Since Rule 12.4 only refers to captured factories, I would not extend it to other facilites “by analogy”.
c) If the CCP of KMT attack the other, does it negate the truce?
I think yes. Nonaggression is one of the provisions of the pact.Obviously, this ends the truce.
d) Can the CCP and KMT resign the truce after it has been broken?
No clue on this one.Not explicitely covered by Rule 13.3, so I may be wrong but this feels like a one-time deal. Like to Molotov-Ribbentrop pact or the Japanese-Soviet non-aggression pact. Nothing prevents the players from not attacking each other once more, but they would lose the advantage of defending together and moving in the same territories.
e) Can you take the militia from a recruitment roll and split them between two zones?
If no, can the CCP do it?
I think it is no, yes. See 11.5 and the CCP reference sheet.Rule 11.5 does say “place in a land zone” which suggests that it must be the same zone for both, while the CCP NRS does say “in any of those territories”, suggesting a possible split. Rule 13.3 for the SCW says “place in any land zone” and Rule 14.4.3 for Vichy says “can be placed in any Vichy possessed land zone”.
Despite the inconsistencies in the wording, I have a feeling that all recruitment rolls were meant to be subject to the same rules. Well spotted. Definitely one for the FAQ.