@jbuckbuddy China at War allows USSR to invade Sinkang in July of 37 but OOB must be July of 1939 but I warn you about doing this because this will cause the Warlords to align to KMT (or whatever the rule book depending on expansions state) and put you at war with KMT which means USSR lost it’s neutrality to the Allies and might cause the Allies to declare war on you.
Posts made by Caesar-Seriona
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RE: USSR entering China
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Fortified lines being flanked and how for the defender to respond.
So here is the situation.
USSR has stacks on both Leningrad and Karelia. They wish to invade Karjala.
Karjala is fortified against Leningrad but NOT Karelia.
If both stacks attack at once. how does the defender respond? Leningrad is going against a wall which the defender rolls better but not Karelia. So when the Fins roll for defense, each units cannot be rolling at fortified defense and not fort defense at the same time. So what do we do?
I made the assumption that the units going against the fort have to take the loses first.
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RE: KMT CCP truce
@trig For historical purposes. Yes, there was skirmishing between CCP and KMT during WWII while the truce was in play but neither side took it serious other than being offended by the situation. Mao and Chiang Kai-shek took Japan as a more serious threat than each other. They both understood that China belong to the Chinese, not Japanese.
As for gameplay purpose, I always read it as a one time deal and I think it’s important to do it that way because if one side is going to backstab the other, it makes it harder to do if Truce is once only so you better have a good reason for it.
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RE: Lend-leasing to newly captured territories
@hbg-gw-enthusiast I remember reading that Lend Lease can only go to the receivers home territory. Not saying I’m right but that should be looked into. If I am wrong, I am pretty sure the receiver must own the territory at the time the sender sends whatever.
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RE: Monroe Doctrine violation and US response to do it while under 63 dollars.
@trig I fixed the post so you can delete if you wish but I am not surprised they didn’t address how to handle this.
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RE: Monroe Doctrine violation and US response to do it while under 63 dollars.
@noneshallpass 63 dollars allow you to move ships from west coast to east cost. Which gives you basically freedom of movement for a peaceful nation.
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Monroe Doctrine violation and US response to do it while under 63 dollars.
We’re not in a situation yet but it is being talked about because we can see it coming.
How exactly do you handle the US responding to a Monroe Doctrine violation?
The rule state that if the US is making 62 dollars or less, they cannot move their fleet from their starting sea zones. Yet if Monroe Doctrine is violated, the US is 100% allowed to respond to the violation until it’s completed.
So lets say some nation invades a South American country. US can go down their on their turn and take care of the problem.
What happens now? Does the US units just sit there until 63 dollars is being made or does the ship must sail back to their starting positions?
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RE: Spain
@jbuckbuddy I honestly don’t remember because all my games usually have the civil war over before USSR and Germany attack each other and it also varies differently from V2 to V3 and which expansion you’re playing with but with V3 OOB, I believe the Spanish never align, the civil war must end.
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RE: Spain
@insanehoshi No, you cannot get involved in the civil war except where the expansion allows it and how to handle it. OOB has zero ability to get directly involved.
If both sides align each of their side, they are no longer Spanish by rule.
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RE: Spain
@insanehoshi When the Civil War is over, Spain is no longer Nationalist or Republican, it’s just Spain and becomes a neutral. And thus you can attack it, Spain is very good for US to land in Europe within one shuck from the homeland.
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RE: Spain
@trig There is a dispute under the “no one won” clause. I’ve heard arguments that Spain is drawn into a global conflict but the civil war is still being raged even though their forces are under command of a larger nation. Thus you “still” need to capture all 6 if you want that victory point.
Also, the Spanish Civil War expansions have different clauses and outcomes that change this.
But I assume what I wrote is what you do in OOB.
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RE: How do you play rail lines?
Our group doesn’t allow jumping what so ever and we use the Fighting Railroads expansion. We require direct path of all rail lines and we give the freedom that any cross or Y section of the rail line has a switcher and we also play the different gauge rules.
I do not see why the rules wouldn’t allow it but I would assume building a rail line inside a territory itself would logically conclude that all rails lines inside that territory are now connected regardless.
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RE: Can railroad, fortifications, and coastal artillery be built in friendly territory?
The only facility that is buildable on your allies territory is the rail line because it’s the only facility that is built on a territory line instead of the territory itself.
Example: I know a rail line exist but for the sake of argument.
Lets say UK wanted to build a rail line between Jordan and Syria. You would build it on the Jordan-Syrian line however because Syria is French, you need France’s permission to do this.
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RE: Turkey at War exp
Turkey when active in this expansion is a player nation into itself and thus only surrenders if it’s capital is conquered and Turkey can’t liberate it on their turn.
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RE: Anzac surrenders?
@jbuckbuddy You should always use ANZAC under a different color than UK and the reason why I say this is because if ANZAC and UK attack, as long as an ANZAC unit is present, you can give that territory to ANZAC instead of UK if you wish to of course.
Plus you should keep the colors different so you can see force projection by ANZAC. If ANZAC surrenders before UK, you need to know what units are going off the board.
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RE: Guerilla attacks by partisans
@david-06 Are you talking about Partisans as a single unit or Partisans as the expansion and their abilities? Partisans themselves cannot attack, they represent the local population who is clearly not happy with you and some of them are taking action.
With the expansion, they are given the ability to attack facilities to some degree.
If Partisans themselves can attack, it would make the militia ability pointless since militia attacks are pretty weak already.
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RE: Turkey at war influence
@linkler No, the influence is based on what nation holds whatever requirements it needs. You roll as a single nation even though the influence matters as an alliance.