Hi I was reading the rules and got confused mainly on the difference between shipyards and dockyards could someone explain please.
(what I understand about ports is there like A&A naval bases correct me if I’m wrong)
thanks
The FAQ Thread
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@captainnapalm I get it! Bolstering your perspective, units cannot blitz across an enemy mountain, jungle, desert, marsh border or into mountain, jungle, desert, marsh terrain.
We definitely need clarification on this one! You have persuaded me, CaptainNapalm.
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@insanehoshi said in The FAQ Thread:
Can Fighters/Tactical Bombers land on friendly/aligned aircraft carriers. For example an ANZAC plane landing on an American Carrier? In the US turn if the carrier combat or non-combat moves, does the ANZAC plane come with it? Does it participate in any attacks?
Yes you can land your fighters/tactical bombers on an aligned carrier. They will participate in defensive combat but will not be used on offence by the owner of the carrier. They will move with the carrier but will only be considered as cargo. They will fly and fight on offence only on their own turn. The rules regarding damaged carriers still apply to them.
Assuming an evolved Chinese power, Does the USSR and CCP (or USA and KMT) share rail movement or no? Can the USSR rail 2 units in the USSR and then can CCP rail 2 units?
The USSR and CCP are 2 different nations. The US and the KMT are 2 different nations. Their economies and per turn limits are separate from each other.
A German submarine is in a sea zone with a British destroyer and an escort carrier with a fighter on board. On the British turn the fighter goes on MAP and attacks pairing with a destroyer. The submarine is hit and decides to defend, and it rolls a 1 and gets target selection. Can it target select the escort carrier?
The rules for target selection are defined clearly on page 38 under the heading “All Rounds of Combat.” Since the submarine only scores hits on ships, it is up to the owner of the submarine to decide which ship they choose as a casualty.
When are units subject to terrain rules that affect their movement. Lets assume three Land Zones: LZ1: Mountain, LZ2: no terrain, LZ3: no terrain. If a tank starts in LZ1 can it move to 2 and then 3? If a tank starts in LZ3 can it move to 2 and then 1?
To simplify this for everyone, movement through terrain is best described this way; The territory you are standing in does not count when it comes to movement. Assume you are standing right at the border. The first territory you encounter determines what type of terrain you are moving in. If there are no terrain features you have to cross in the first territory you cross then you can move into a second territory if your unit has movement points left. Cavalry is the only unit that could move through a territory with terrain (mountain) and into a second territory.
On the other hand, there are restrictions involving blitzing. For instance, you cannot blitz out of a city. That means that if you moved into a city on combat movement phase and successfully conquered that territory, then you can’t subsequently move into a second enemy territory as a blitz.
You can’t blitz into a mountain territory or over a mountain border. That means that you can’t attack an enemy territory with no terrain on combat movement and then blitz into a second enemy mountain territory and conquer it. You could, however, move through a friendly territory with no terrain and then attack a mountain territory as that is not considered a blitz. The first territory you entered did not restrict your movement. -
@generalhandgrenade said in The FAQ Thread:
To simplify this for everyone, movement through terrain is best described this way; The territory you are standing in does not count when it comes to movement. Assume you are standing right at the border. The first territory you encounter determines what type of terrain you are moving in. If there are no terrain features you have to cross in the first territory you cross then you can move into a second territory if your unit has movement points left. Cavalry is the only unit that could move through a territory with terrain (mountain) and into a second territory.
On the other hand, there are restrictions involving blitzing. For instance, you cannot blitz out of a city. That means that if you moved into a city on combat movement phase and successfully conquered that territory, then you can’t subsequently move into a second enemy territory as a blitz.
You can’t blitz into a mountain territory or over a mountain border. That means that you can’t attack an enemy territory with no terrain on combat movement and then blitz into a second enemy mountain territory and conquer it. You could, however, move through a friendly territory with no terrain and then attack a mountain territory as that is not considered a blitz. The first territory you entered did not restrict your movement.Thanks so much, GHG! We really needed an answer for this one!
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If a nation begins moving a naval force intended for an amphibious assault while they’re at peace, is it automatically assumed to be a declaration of war for the purpose of determining peacetime income increases? For example, if a British landing force departs during the combat movement phase with the intention of landing units in Japan before either side has declared war, does this mean Japan is allowed intercept the invasion fleet without triggering USA’s 5 D12 worth of peacetime income increase? Or does Japan have to declare war first in order intercept and attack the British fleet? I don’t find it feasible that a nation can’t deal with an invasion headed their way without having to make the unprovoked declaration of war.
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@nicbot23 said in The FAQ Thread:
If a nation begins moving a naval force intended for an amphibious assault while they’re at peace, is it automatically assumed to be a declaration of war for the purpose of determining peacetime income increases? For example, if a British landing force departs during the combat movement phase with the intention of landing units in Japan before either side has declared war, does this mean Japan is allowed intercept the invasion fleet without triggering USA’s 5 D12 worth of peacetime income increase? Or does Japan have to declare war first in order intercept and attack the British fleet? I don’t find it feasible that a nation can’t deal with an invasion headed their way without having to make the unprovoked declaration of war.
It’s my understanding that when ships enter a sea zone, the moving player must announce their intent. The amphibious assault fleet could be separated from a screening fleet. Because the moving player has to announce their intent first, it would seem they have to declare war during the combat movement phase when they move into the final sea zone if they will be attempting an amphibious assault. If the Japanese have a fleet in the same sea zone where the British are attacking, the British would be the ones declaring war and no 5D12 is invoked. The Japanese fleet would battle with the screening fleet and if it won, then the amphibious assault would be stopped. However, if the British move to a sea zone where the Japanese fleet is and do not announce they are performing an amphibious assault, but instead announce they are moving through that sea zone to an adjacent one [where the Japanese player is worried the British will invade], in order to interdict the British fleet before it moves to that next sea zone where it will possibly conduct an amphibious assault, the Japanese would have to declare war on the British to try and stop them before they leave. That would incur the 5D12 penalty. And the delicious thing is, the British player may have just been feinting!
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@nicbot23 said in The FAQ Thread:
If a nation begins moving a naval force intended for an amphibious assault while they’re at peace, is it automatically assumed to be a declaration of war for the purpose of determining peacetime income increases?
No. They are not required to declare war until they actually reach Japan and announce an attack in your example. They could make multiple moves and then declare war if they want to. The only thing you can’t do related to this is make a combat move through a canal if you are playing with this optional rule.
For example, if a British landing force departs during the combat movement phase with the intention of landing units in Japan before either side has declared war, does this mean Japan is allowed intercept the invasion fleet without triggering USA’s 5 D12 worth of peacetime income increase? Or does Japan have to declare war first in order intercept and attack the British fleet? I don’t find it feasible that a nation can’t deal with an invasion headed their way without having to make the unprovoked declaration of war.
No. Japan has to guess if it’s a combat move and decide if it wants to declare war before the move happens. Once they British player has moved past the Japanese ships it’s too late to stop them. The Japanese declaration will trigger the income increase. I have to think that the British player would only do this if the Americans were near their wartime income anyway or they may be committing suicide taking on the Japanese by themselves. Declaring war in this game is always a dicey prospect regardless of who and when it is. There are many consequences and that’s why the time to do it is more flexible than A&A.
It’s the choice that makes it interesting. Sea zones are thousands of square miles, how would Japan even know that the British are making a combat move when they are not at war with them? In the real world, it would only be a guess assuming their patrols observed them. Note that if there were surface war ships in the sea zone where the amphibious assault was taking place that the British would have to assault them with a screening force. -
@hbg-gw-enthusiast Thank you for clarifying, I can understand now that this scenario has been put into perspective! I have a few follow up questions:
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Does the moving player’s intent need to be consistent throughout their entire movement phase (i.e. The British fleet moves into a sea zone containing Japanese ships, the screening force is required to conduct combat in order to proceed, then the amphibious assault occurs in the next sea zone), or can they move through a Japanese-occupied sea zone peacefully, only to change intent and immediately declare war and conduct combat in the next sea zone all within a single turn?
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Does the make up of an amphibious force (deciding whether each ship is screening or bombarding) have to be established by the moving player upon departure, or are they allowed to make changes to their ship’s roles on their next turn if it takes more than one turn to reach their destination? And does a change in intent determine one’s ability to make that decision?
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If a player makes any act provoking a declaration of war during their combat movement or conduct combat phase, are that player’s ships automatically forced into combat with enemy ships they share a sea zone with, or are they able to leave the zone without engaging in battle (as was the case in 1940 2nd edition)? Furthermore, if the player does decide to remain in the sea zone and conduct combat, are their ships not allowed to retreat since they started in the same zone that the battle is taking place?
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@nicbot23 said in The FAQ Thread:
@hbg-gw-enthusiast Thank you for clarifying, I can understand now that this scenario has been put into perspective! I have a few follow up questions:-
Does the moving player’s intent need to be consistent throughout their entire movement phase (i.e. The British fleet moves into a sea zone containing Japanese ships, the screening force is required to conduct combat in order to proceed, then the amphibious assault occurs in the next sea zone), or can they move through a Japanese-occupied sea zone peacefully, only to change intent and immediately declare war and conduct combat in the next sea zone all within a single turn?
The moving player’s intent need only be declared upon entering a sea zone, sea zone by sea zone. The announcement is something like, “My fleet enters this sea zone and intends to keep moving to this next sea zone. Do you want to declare war before I leave?” Then say the British fleet reaches the final sea zone they want and they announce, “We now declare war on Japan and are going to try to perform an amphibious assault with these ships/units.” [If there are enemy naval units, then add, “These units are my screening force.”] So yes, they can move through a Japanese-occupied sea zone peacefully, only to immediately declare war and conduct combat in the next sea zone all within a single turn. -
Does the make up of an amphibious force (deciding whether each ship is screening or bombarding) have to be established by the moving player upon departure, or are they allowed to make changes to their ship’s roles on their next turn if it takes more than one turn to reach their destination? And does a change in intent determine one’s ability to make that decision?
If you read Page 37, Clarifying Ordering Effects, (a) “The attacking player must always announce his intention first. So when moving into a new zone the attacker announces [his intentions].” The time to announce your intention is upon entering a new zone. You don’t have to declare which ships are part of the screening force and which ships are part of the amphibious assault until you enter the final sea zone. -
If a player makes any act provoking a declaration of war during their combat movement or conduct combat phase, are that player’s ships automatically forced into combat with enemy ships they share a sea zone with, or are they able to leave the zone without engaging in battle (as was the case in 1940 2nd edition)? Furthermore, if the player does decide to remain in the sea zone and conduct combat, are their ships not allowed to retreat since they started in the same zone that the battle is taking place?
Ok, this is more tricky because you can declare war at any time. If war is declared at some phase that is not combat movement, for example, then you may have naval units sharing the same sea zone. Page 3, Sharing Sea Zones, “When naval unis of Major Powers that are not at war suddenly come to be at war…units do not participate in combat until one power makes a new combat move during the combat movement phase against the other units in that zone. Either side can move out of the zone freely without triggering an attack.” But if the declaration of war is occurring when you enter the sea zone during the combat movement phase and declare war [this is “one power makes a new combat move during the combat movement phase against the other units in that zone”], then it will lead to combat in the following combat phase. If you declared war during the combat phase (weird timing, but still legal/possible), then you’d have to wait until the next combat movement phase and the naval units would be allowed to leave without combat.
Regarding retreats, the attacking player would be allowed to retreat to an adjacent sea zone that at least one attacking ship came from. So if the attacking player started the turn sharing a sea zone with enemy naval units, declared war and attacked the enemy naval units in that sea zone, then they could not retreat (in my opinion).
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@nicbot23 Let me simplify this for you.
- It is my turn and I’m not at war with you.
- I can move as many of my units as I want after my production phase is over. I don’t need to say anything to you or anyone else around the table. If you want to declare war on me (or anyone else wants to declare war on any other nation for that matter) you may do so at any time if the rules regarding declarations of war permit.
- When I’m done moving I have to tell you if I’m attacking you, what I’m attacking with, where I’m attacking, what kind of attack it is (strategic bombing, carpet bombing, regular combat, screening force, MAP, convoy raiding, amphibious assault, or anything else you can do to your opponent).
- All nations that I have attacked can now react to my attacks (scrambling, submerging, interception).
- Combat begins in the order that I specify. I don’t have to actually say I’m declaring war on you if I don’t want to. Telling you that I’m attacking you in step 3 here ^^ will suffice as a declaration of war.
- After all combat has been resolved, the consequences of everything that has happened can now be resolved (income increases, alignments, basically anything in the rulebook or the reference sheets that specify some type of consequence to these actions that have taken place).
- I finish my turn. I am probably doing the last 2 phases as you and the others are resolving the consequences.
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@hbg-gw-enthusiast said in The FAQ Thread:
The moving player’s intent need only be declared upon entering a sea zone, sea zone by sea zone. The announcement is something like, “My fleet enters this sea zone and intends to keep moving to this next sea zone. Do you want to declare war before I leave?” Then say the British fleet reaches the final sea zone they want and they announce, “We now declare war on Japan and are going to try to perform an amphibious assault with these ships/units.” [If there are enemy naval units, then add, “These units are my screening force.”] So yes, they can move through a Japanese-occupied sea zone peacefully, only to immediately declare war and conduct combat in the next sea zone all within a single turn.
None of this is correct if neither of us has declared war on each other yet. Other than maybe some canals or straits, my naval movements are not restricted while I’m not at war with you. That’s why you have to put some thought into when you decide to declare war on your turn. In some cases, you might want to make some moves, declare war, then finish your moves. The reason is you would move your ships unimpeded, then if you needed to fly your planes over certain territories, you can declare war on those nation(s) and thus complete your moves (you can’t fly over a neutral nation).
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@generalhandgrenade said in The FAQ Thread:
@hbg-gw-enthusiast said in The FAQ Thread:
The moving player’s intent need only be declared upon entering a sea zone, sea zone by sea zone. The announcement is something like, “My fleet enters this sea zone and intends to keep moving to this next sea zone. Do you want to declare war before I leave?” Then say the British fleet reaches the final sea zone they want and they announce, “We now declare war on Japan and are going to try to perform an amphibious assault with these ships/units.” [If there are enemy naval units, then add, “These units are my screening force.”] So yes, they can move through a Japanese-occupied sea zone peacefully, only to immediately declare war and conduct combat in the next sea zone all within a single turn.
None of this is correct if neither of us has declared war on each other yet. Other than maybe some canals or straits, my naval movements are not restricted while I’m not at war with you. That’s why you have to put some thought into when you decide to declare war on your turn. In some cases, you might want to make some moves, declare war, then finish your moves. The reason is you would move your ships unimpeded, then if you needed to fly your planes over certain territories, you can declare war on those nation(s) and thus complete your moves (you can’t fly over a neutral nation).
Why not? That is what happens. You move through the sea zones, and a nation may declare war with you at any time as you are moving though. This is just the slow way of doing it, for instance if you had a really important turn like Japan’s sneak attack or something. There is nothing in that that refers to restricted movement, just giving the other player a chance to DOW. I find it a much more elegant explanation than “you can declare war at anytime, and then figure out what happens”
(Also, your previous post implied that someone would make their moves while everyone else wasn’t paying attention, or was off doing something different, and then be immune to a preemptive DOW. I find that that just rude and impolite. GW Enthusiast’s interpretation removes that obnoxious loophole.) -
@trig Thanks for the support, Trig! Means a lot coming from you! 8 )
I think for most of the gameplay, GHG is right and you don’t have to slow things down by announcing sea zone by sea zone what the intention of your peace-loving naval units are. GHG knows this would be tedious and obnoxious. But if two nations are on the cusp of war and naval forces from two different Major Powers share a sea zone, then the defending player can say, “Hold up. I might declare war here. Now that you are entering this sea zone I’m in, I need you to announce your intentions. Are you moving through to THIS sea zone, or THAT sea zone? It might affect what I decide to do. Are you ending your movement here and moving no further?” This gives a slight advantage to the defender in seeing that the naval units are getting close to entering a worrisome sea zone and they can declare war before they enter it.
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@trig said in The FAQ Thread:
@generalhandgrenade said in The FAQ Thread:
@hbg-gw-enthusiast said in The FAQ Thread:
The moving player’s intent need only be declared upon entering a sea zone, sea zone by sea zone. The announcement is something like, “My fleet enters this sea zone and intends to keep moving to this next sea zone. Do you want to declare war before I leave?” Then say the British fleet reaches the final sea zone they want and they announce, “We now declare war on Japan and are going to try to perform an amphibious assault with these ships/units.” [If there are enemy naval units, then add, “These units are my screening force.”] So yes, they can move through a Japanese-occupied sea zone peacefully, only to immediately declare war and conduct combat in the next sea zone all within a single turn.
None of this is correct if neither of us has declared war on each other yet. Other than maybe some canals or straits, my naval movements are not restricted while I’m not at war with you. That’s why you have to put some thought into when you decide to declare war on your turn. In some cases, you might want to make some moves, declare war, then finish your moves. The reason is you would move your ships unimpeded, then if you needed to fly your planes over certain territories, you can declare war on those nation(s) and thus complete your moves (you can’t fly over a neutral nation).
Why not? That is what happens. You move through the sea zones, and a nation may declare war with you at any time as you are moving though. This is just the slow way of doing it, for instance if you had a really important turn like Japan’s sneak attack or something. There is nothing in that that refers to restricted movement, just giving the other player a chance to DOW. I find it a much more elegant explanation than “you can declare war at anytime, and then figure out what happens”
(Also, your previous post implied that someone would make their moves while everyone else wasn’t paying attention, or was off doing something different, and then be immune to a preemptive DOW. I find that that just rude and impolite. GW Enthusiast’s interpretation removes that obnoxious loophole.)I was giving a literal interpretation of the rules. I wouldn’t wait for someone to go to the bathroom or out for a smoke to declare war on them. As you point out that would be rude. We don’t play our games that way. That said, I’m not going to tell you what my plan is nor am I under any obligation to do so. We explain this quite clearly in the rulebook on page 25. We even gave an example of what I said;
The example that was given in this thread by the OP was a rare occasion that I’m not sure I would put myself in as the British player. If I was making that move chances are I’m doing it just to bait the Japanese player into declaring war on me. You can bet that I’ll be sure and give him every opportunity and latitude to do that. If he doesn’t take the bait I might just change my move before I announce any combat. A more appropriate example that would be common would be moving past the American boats on my way to assault the main part of his navy. I would be doing so before he has the ability to declare war on me so I don’t have to form a screening force. Once there I would declare war on him.
Declaring war in GW 36 is very easy. So easy it takes up hardly any space in the rulebook as you can see from my screenshot. However, it is the most difficult decision to make in the game with consequences that could decide the fate of the game. I have work to do on GW 14 today and other stuff that needs doing. If I have time I’ll make a video on Declarations of War later. If not then I’ll get to it some time after I get home from the lake this weekend.
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So… did historical board gaming design Global War 1936-1945?
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@luftwaffles41 said in The FAQ Thread:
So… did historical board gaming design Global War 1936-1945?
Yes.
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@luftwaffles41 Yes. Global War 1936-1945 is HBG’s biggest game, their magnum opus if you will. They plan on making a series of games or this type spanning the 19th and 20th centuries, from 1804 to 2025.
The website is here: https://www.historicalboardgaming.com/ -
Ahh okay. I’ve just been sticking with Global 1940 A&A but Global War 36 seems engaging
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@luftwaffles41 Here’s the first in a video series by General Hand Grenade, talking with Morten, the designer of Global War '36 v3. https://www.youtube.com/watch?v=BHlrbXLCdwo
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@luftwaffles41 It is definitely one of the most complex games for WW2 you can get. I personally love the depth of the rules. I think if you enjoy complexity and historical detail, you should get the game. Be warned, you only get the map and player aids. You have to buy the pieces separately.
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I figured as such since it wasn’t sold in full stock anywhere on the internet or on HBGs website.
I think it’d be pretty fun though it might be a bit boring taking all the original territories that Germany annexed irl like Austria and Poland until you finally get to world War 2… or maybe this isn’t the case?