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


  • Sure,
    Every single one of those sea zones you listed are legal for Japan.  They are three zones from WUS and Alaska, the way the rule book intends it to be counted.

    Z10 counts as 1 zone, for example, and Zone 9 is the second zone so Zone 9 is off limits.
    Z8 and Z3 are not allowed for Japan movement, but 4 and 7 are

    I know this for sure because Krieghund answered it for us in the past - we had the same question

  • '19 '17 '16

    Is there any impediment to landing fighters on a newly mobilised carrier when that carrier is being mobilised into a hostile sea zone?


  • @simon33:

    Is there any impediment to landing fighters on a newly mobilised carrier when that carrier is being mobilised into a hostile sea zone?

    From the rule book:
    “You can place fighters and tactical bombers into territories containing an industrial complex controlled by your power from the start of your turn, or on an aircraft carrier owned by your power in a sea zone (even a hostile one) adjacent to a territory with such an industrial complex.”

  • 2024 2023 '22 '21 '20 '19 '18 '17

    @Gamerman01:

    Sure,
    Every single one of those sea zones you listed are legal for Japan.  They are three zones from WUS and Alaska, the way the rule book intends it to be counted.

    Z10 counts as 1 zone, for example, and Zone 9 is the second zone so Zone 9 is off limits.
    Z8 and Z3 are not allowed for Japan movement, but 4 and 7 are

    I know this for sure because Krieghund answered it for us in the past - we had the same question

    Thank you! I was leaning toward thinking those sea zones wouldn’t be accessible but opinions were divided, so thanks for clearing this up.

  • '19 '17 '16

    @Ozymandiac:

    @simon33:

    Is there any impediment to landing fighters on a newly mobilised carrier when that carrier is being mobilised into a hostile sea zone?

    From the rule book:
    “You can place fighters and tactical bombers into territories containing an industrial complex controlled by your power from the start of your turn, or on an aircraft carrier owned by your power in a sea zone (even a hostile one) adjacent to a territory with such an industrial complex.”

    I was thinking of landing an existing fighter on a newly mobilised carrier.


  • @simon33:

    I was thinking of landing an existing fighter on a newly mobilised carrier.

    Sorry, I misread.

    Also from the rulebook:

    “A fighter or tactical bomber can land in a sea zone (even a hostile one) that is adjacent to an industrial complex you own if you will be mobilizing an aircraft carrier that you previously purchased in that zone during the Mobilize New Units phase.”

    So there is no impedement, you can land fighters on a carrier you will be mobilizing, even in a hostile sea zone.

  • '19 '17 '16

    Thanks. That’s great!

  • '17 '16 '13 '12

    In a battle, air units and submarines participate. The defending naval units are eliminated and the defender has lost all its sea units. That is, the naval part of the battle is one and the air battle continues.

    If the attacker decides to retreat, can the sub follow along? I would normally not think of this because the software would guide us through it, but I’m in a situation where I need to edit a casualty choice and restore the board.

    Thanks for your input!


  • When air units retreat, they stay in the contested zone temporarily.
    Land and naval units retreat together as prescribed by the rule book (naval units cannot retreat to a zone that was hostile at the beginning of the turn, but can retreat to any zone that any of the attacking naval units passed through)

    The answer is yes, the subs can retreat to a zone that naval units came from or passed through, but only subs that were never submerged.  The attacker could submerge the subs on any given round(s) that combat is still going on in order to keep the subs in the combat zone while the air retreats.  Each sub submerges individually, so a combination of retreating and staying could possibly be accomplished.

  • '17 '16 '13 '12

    @Gamerman01:

    When air units retreat, they stay in the contested zone temporarily.
    Land and naval units retreat together as prescribed by the rule book (naval units cannot retreat to a zone that was hostile at the beginning of the turn, but can retreat to any zone that any of the attacking naval units passed through)

    The answer is yes, the subs can retreat to a zone that naval units came from or passed through, but only subs that were never submerged.  The attacker could submerge the subs on any given round(s) that combat is still going on in order to keep the subs in the combat zone while the air retreats.  Each sub submerges individually, so a combination of retreating and staying could possibly be accomplished.

    Thank you! I’ll watch for how AAA does this, it probably asks if attacking subs want to submerge or retreat first, then ask for all other units.


  • I think it will just ask if you want to retreat
    You have to submerge the subs at the beginning of a round of combat - you don’t submerge them when retreating


  • We encountered the following situation. Germany attacks an English transport with a sub + a couple of fighers. The English send a couple of scrambled fighters to aid the transport.

    What if: the English fighters kill the German fighters? Are the German subs forced to retreat? Is the English transport auto-destroyed?

  • '19 '17 '16

    Transport is destroyed.


  • Great, thanks!

    What if: the Germans retreat after 1 round of combat? Will the transport in that case only be destroyed if the subs rolled a hit during that one round?


  • If at the end of a round of combat there are only transports (or AAA) left, you can’t retreat.  So if the attacking fighters destroyed the last defending fighter in a given round, the attacker would have no options because combat is over.  The sub would have to stay there and sink the transport (well, unless you choose to submerge the sub before it scores a hit, because maybe you want the transport to survive - this is a possibility)

    So if after 1 round of combat there is a remaining UK fighter, then the Germans can retreat, and the transport would be sunk if the sub scored a hit.  If after 1 round of combat all UK fighters are destroyed, then there can be no retreat


  • Thanks! But I will rephrase my question because I still have a situation in my mind that’s not resolved. Maybe I’m just thick-headed. Apologies in that case…

    Germany attacks with 1 sub + 2 fighters.
    UK defends with 1 transport + 2 fighters (scrambled).

    Germany rolls 1 with the sub; and 6,6 with the fighters.
    UK rolls 1,6 with the fighters.

    Germany wants to preserve its fighter and retreat. What happens to the transport; has the sub killed it in the 1st combat round? What happens to the sub if Germany retreats its remaining fighter and sub?


  • @Ozymandiac:

    Thanks! But I will rephrase my question because I still have a situation in my mind that’s not resolved. Maybe I’m just thick-headed. Apologies in that case…

    Germany attacks with 1 sub + 2 fighters.
    UK defends with 1 transport + 2 fighters (scrambled).

    Germany rolls 1 with the sub; and 6,6 with the fighters.
    UK rolls 1,6 with the fighters.

    Germany wants to preserve its fighter and retreat. What happens to the transport; has the sub killed it in the 1st combat round? What happens to the sub if Germany retreats its remaining fighter and sub?

    This is the order how to resolve this situation:
    1. The German sub has it’s surprise strike. As it hits, the hit must be assigned to the Transport. The Transport sinks and is removed from the game.
    2. The German fighters shoot and miss
    3. The UK fighters shoot and score a hit
    4. Germany removes a fighter, as the German sub cannot be hit by the UK fighters.
    5. Germany retreats the remaining fighter (during NCM) and the submarine (to a single adjacent friendly space from which it came from).

    HTH :-)


  • Right - thanks P@nther


  • Thanks a bunch everybody! This clarifies a lot.


  • HI All. I am new to the forum and I have some general questions and hope you guys can help. I am a very experienced Axis and Allies player having played on line for years with the old Hasbro version, 3 years at the WBC,  with my sons and a local group. Recently a friend of mine downloaded triple A for me but I have no idea how to play it on line. I am a bit intimated by computer stuff I visited War club buy could not figure it out. My Questions are:

    -How can I play Global 40 on line or through e mails. Be as specific as possible I am slow at this stuff.

    -We had a Big Axis and Allies game day last May and had 19 attendees, this year we met a great group from CT and have invited them. We are doing it again Jan. 28th in Whitestone Queens. Call it the Battle of NY for now. You can play any version but we are going to have a Tournament for Global 1940 2nd edition. The basic format is you play on a team and your team plays 2 games simultaneously. One as the Axis and one as the Allies. If you come alone we would find you a team. How would I advertise that on this site or anywhere else. We are thinking your team plays 1 game as Axis and 1 game as Allies. Allies get  aground bid of 15 1 unit in a country. You get points for a win and victory territories. Can I post that on this forum. Has anyone done this how did that work?

    -Last question today I have read some posts on bids. What do you guys think is reasonable? This is related to the tournament I mentioned above. My experience is with less experienced players who do not go for Russia strong you may not need a bid but more experienced players might need a bid in the low 20’s for the allies particularly if you limit that bid to 1 ground unit in a territory you have men in already.
                                Any feedback is great.
                                  Thanks
                                      Mustang440

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