@Running-Away Per page 22 of the rulebook, units of another power may be transported only if that power is friendly. Per page 12, the US is not considered to be either friend or enemy to any other power while it remains neutral. Therefore, the US cannot transport units belonging to any other power while it is neutral.

Posts made by Krieghund
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RE: Standard Rules for US WW1 1914 edition
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RE: List of Sculpts
@Meles See the Japanese naval units.
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RE: List of Sculpts
@Meles The “R” does stand for Renegade. They are straight reprints for the most part (no rules are being changed), but Renegade is including FAQs and errata in the Rulebooks, and even upgrading physical components in some cases. As far as the minis go, in some cases they were upgraded to newer sculpts that were not available at the time the original game was published, while in others the original molds have been lost and other sculpts were substituted. As for the colors, I’m not sure how well they match, as colors can vary slightly between print runs, even when done by the same factory.
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RE: List of Sculpts
@Krieghund Updated for Renegade’s Battle of the Bulge reprint.
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RE: Explanations for changes from Milton Bradley version
@Jay_Herk There was a “Revised Orders” sheet that came with this version, which answered questions regarding the changes. The answers provided there for your questions are:
- Many players had observed that tanks seemed a worse buy than infantry. An attack with six tanks against ten infantry was skewed toward the infantry. Even if you won, your tanks were sitting ducks for a counterattack. Now six tanks are about equal in value to ten infantry.
- The pieces are bolder in color because we wanted people to be able to tell who’s who from across the room.
I hope this helps.
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RE: Need help determining the fate of manufacturing in Kwangtung
@SeaYa said in Need help determining the fate of manufacturing in Kwangtung:
That’s an interesting point! The rules often refer to “originally controlled” territories, to which the national emblem markers are referenced, regardless of current occupation. I wondered if the phrase “Chinese territory”, without the explicit “original” verbiage allowed for a Chinese occupied territory to be considered Chinese.
The sentence I quoted above seems pretty airtight, especially in the context of the rest of the section.
I think it is a moot point in this case, as I believe the Chinese are restricted from building factories anyway, but an interesting point to consider: is a (insert power) territory only restricted to original territories when referenced in the rules, or, without the word “original” explicitly stated, does it also expand to include occupied albiet not original?
I don’t believe there are any other such instances in the rules. In any case, I would say not, as the rules often also refer to “X-controlled” territories.
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RE: Need help determining the fate of manufacturing in Kwangtung
@SeaYa Another key sentence is in the first paragraph quoted above:
Chinese territories on the game board have a Nationalist Chinese emblem on them.
Kwangtung does not have one, therefore it is not a Chinese territory. An industrial complex there would not be removed if China gains control, and China cannot mobilize new units there.
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RE: Global 2nd edition Q+A ( AAG40.2)
@simon33 Also per page 9, “In order to control a canal or narrow strait, you must control its controlling land territory or territories.” As quoted above, Turkey “remains uncontrolled” until a power moves land unit into it. While it is friendly to the Allies, it is not controlled by an Allied power, and therefore they may not pass through the strait until it is.
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RE: National Objectives Question
@Black A power does not cease to exist when all of its territories are captured. Japan could still, in theory. liberate Berlin and/or Rome and bring Germany and/or Italy back into the game, thus they are never truly eliminated until the game is over. Therefore, even though all of the German and Italian territories have been captured, the Allies remain at war in Europe.
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RE: Global 2nd edition Q+A ( AAG40.2)
@simon33 As the rules in the first quote above require a canal/strait to be controlled by a friendly power (not just friendly), the Allies may not pass through either until Turkey becomes controlled by an Allied power.
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RE: Global 2nd edition Q+A ( AAG40.2)
@dazedwit From page 9 of the Europe Rulebook:
If your side (but not necessarily your power) controlled a canal or narrow strait at the start of your turn, you may move sea units through it (you can’t use it in the same turn that you capture it). If a canal or narrow strait is controlled by a power not on your side, but with which you are not yet at war, you must ask permission to use it, which may be denied. You can’t move sea units through a canal or narrow strait that is controlled by a neutral territory or by a power with which you are at war.
From page 11 of the Europe Rulebook:
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. For example, if Germany attacked Yugoslavia, Yugoslavia would join the Allies.
And also:
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.
In your scenario, Italy attacks Turkey and fails to capture it, so Turkey joins the Allies (it doesn’t become a pro-Allies neutral), but it is not yet controlled by an Allied power. Obviously, Turkey is not controlled by the Axis at the beginning of Germany’s turn, so German units don’t have implicit permission to pass through the straits. If either ANZAC or France has taken control of Turkey, it is controlled by a power at war with Germany; otherwise it remains uncontrolled and the straits are not controlled by a power on the other side, so there is no one to ask permission of to pass, therefore permission cannot be granted. Either way, German sea units cannot move through the straits.
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RE: Know The Rules: How Boats Can Move 4 Spaces
@shadowhawk said in Know The Rules: How Boats Can Move 4 Spaces:
Retreat however is not a move so it ignores most movement rules.
Retreat is movement, as the pieces involved move from one space to another. As such, it must follow all movement rules. However, it is a special type of movement, with additional rules extending the total range of land and sea units by 1 and restricting where it may end. That’s the only difference.
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RE: Know The Rules: How Boats Can Move 4 Spaces
@shadowhawk said in Know The Rules: How Boats Can Move 4 Spaces:
The rules for retreat do not require that the move is legal. Only that the SZ you retreat to is friendly and that at least 1 sea unit came from there.
By that logic, you can ignore the rules for canals and narrow straits when making a combat move or a noncombat move, or when moving using a naval base, as none of these rules mention them either. The fact is that the rules for canals and narrow straits apply to all movement of sea units, as they say they do.
Same as that units cannot move more then their max speed but when retreating you also violate this movement rule by retreating to the other side.
This is an entirely different case, as retreat movement is an explicitly-stated rules exception. You can actually violate the maximum movement of units by retreating in any direction. Infantry that move 1 space into combat and then retreat back where they came from have moved 2 spaces, even though they ended up back where they came from. The only difference is that since they return to where they came from, we don’t perceive that they have actually moved, so we accept it.
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RE: Know The Rules: How Boats Can Move 4 Spaces
@dazedwit Again, only if only subs survive. The Axis must control Gibraltar at the beginning of Germany’s turn in order for its surface ships to pass through. See page 9 of the Europe Rulebook.
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RE: Know The Rules: How Boats Can Move 4 Spaces
By the way, “ping pong” seems like an odd name to me for this maneuver. “Leapfrog” seems more applicable.
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RE: Know The Rules: How Boats Can Move 4 Spaces
@shadowhawk said in Know The Rules: How Boats Can Move 4 Spaces:
Yea you can even use that to move your axis ships through the gibraltar straight without actually owning gibraltar. Just have 1 sub attack from the other side and you can retreat through a seazone you cannot even sail through.
That’s not legal. Retreat is a form of movement, so the rules for canals and narrow straits apply. Retreat through the strait in this case would only be a legal option if only attacking subs survive.
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RE: When powers without capitals capture each others territories.
@SeaYa Yes, the territory would be controlled by France. You are also correct that France would be unable to collect the income, so you may be better off having another Allied power capture it, if possible.
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RE: Global 2nd edition Q+A ( AAG40.2)
@simon33 It cannot. While not at war with Soviet Union, Japan must treat it as a neutral power. This means it cannot enter either original Soviet territories or Soviet-controlled territories on either map. See page 36 of the Pacific Rulebook.