Optional Rule 10.2 is in the non-combat section.
During non-combat, you land the aircraft that took part in combat (10.3) and can move aircraft that did not (10.1), so both options would be available.
Optional Rule 10.2 is in the non-combat section.
During non-combat, you land the aircraft that took part in combat (10.3) and can move aircraft that did not (10.1), so both options would be available.
Rule 11.1 posted by GHG above is the general rule regarding placement of units : You place all your units except if the rules prevent you from doing so (generally production limits on Factory capacity).
Rule 7.3 is a specific rule for Multi-Stage production. You are not obligated to advance production every turn and even when you reach the last stage you are not obligated to place it.
This seems to be the way to conciliate both rules.
Otherwise the sentences “If you cannot place a unit for any reason it remains on the Production Chart until a later turn” (11.1) and “You may postpone the placement of units in the place units box if desired” (7.3) do contradict themselves.
@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.
I don’t think that this is specified in the rules, but since all three attacks are essentially taking place simultaneously, you would have to decide where your fighter will go : either you intercept the Strategic bombing (rule 9.16 - table 9-9) or the Carpet bombing (rule 9.17) or take part in the land battle. Since interception is at a reduced value, it mostly makes sense to use it for the land battle.
You do get to wait until all combat movements have been announced before you declare (see Clarifying Ordering Effets on page 37).
The only difficulty is if your fighter scrambles and you lose Paris, where does it go? Is it lost or can in land somewhere else? There was a similar discussion in the FAQ Thread about a month ago regarding scrambling to an adjacent zone.
Maybe this could be avoided if fighters in an attacked land zone did not have the option to scramble and must take part in the land battle, eliminating the possibility that a scrambling fighter survives while its original territory is captured…
I add that according to the FAQ, Panzergrenadiers are vehicle class :
Q: Are German SS Panzergrenadiers Infantry Class units?
A: No. (they are Vehicle class, like regular Mech. Infantry)
Since, they definitely only become available after a tech improvement, Rule 7.8 applies.
It does not really make sense to be able to use a surprise attack against the Commonwealth when you are already at War with them. The condition that you must use the attack on the turn that Japan declares War is not really met.
If you can only declare War against the USA, you should only be able to surprise attack the USA. However, the wording does suggest otherwise.
Rule 7.9 restricts lend-lease to either IPP or military units. You cannot lead-lease a fortification or other facility.
Plus, all Commonwealth NRS specify that that GB-FAC-ANZAC cannot lead-lease to each other.
While I did not find a rule that states that you can only build facilites in a territory that you possess (as opposed to a friendly territory), this seems fairly obivous.
It’s correct that scramble is declared at the end of the Attacker’s Combat Movement (Rule 8.6).
Since you do not always declare blitzes in advance, then it could be argued that if the Defending fighters have not taken part in the first battle or used for interception, they should have the option to scramble into the second territory even if the rules do not say so.
Another view would be that since blitzing is essentially taking the enemy by surprise by rapidly pushing fast-moving armored forces into a second territory, the Defender does not have the luxury of scrambling.
Note, however, that in many cases, you will also have non-blitzing Attacking units taking part in the second battle, so in that case, the Defender should also declare scrambles at the end of the end Attacker’s Combat Movement, as per the rules.
Some of these numbers, especially for Italy and Anzac, are way over what is really used in an average game.
I would recommend that you start playing with the pieces that you already have and use plastic tokens or any other marker for the units that you don’t have.
That way you will see what pieces you really need and those that don’t get that much use.
If you wait until you have a “complete” set before you start playing, you will never get the feel for this and it will cost you a lot of money to buy pieces that may just stay in the box.
However, take into account that most battle pieces are sold in sets of five by HBG.
On the logistcs/budget aspect :
War Room: One game to buy. Everything you need is in the box unless you want the Jumbo pack expansion. You need a large round table for the map and another medium to large table for cards, pieces, battle boards and to roll dice. One game can be played in a single day once you have a good grasp of the rules.
G40: You have to buy both AA Pacific and AA Europe games to combine them. You can play with what’s in the box, but there are a lot of nice third-party (i.e. HBG) upgrades to customize your game, make everything look better and replace the out-of-box cardboard pieces (plastic factories, ports and airbases, damage markers, etc.). You need a large rectangle table to play. Can be played in a long day with experienced players who know when to give up.
GM36: No two boards are alike. You buy the map from HBG and then customize everything, from units to facilites, according to your own taste. It helps if you have a lot of other AA games to scavenge for pieces, chips and markers, but buying everthing will get expensive. Obsessive-compulsive types beware! Not all models and colors of units are available so painting pieces seems inevitable. Depending on the size of the map you buy (there are three, going up to 5x10) you will need a large room and and a very large table. The setup alone takes at least an hour and needs to stay in place for a long time since you can’t finish a game in a single day, so this is not a game for the kitchen table… But once you graduate from G40 to this, you will not go back.
Hello, for those of you who already have the game :
The rules are available online, but not the setup charts.
What neutral units are needed if you want to place them on the board and how many of each?
The encirclement of the city affects the defense value of units, but I don’t think there is a rule that prevents the surrounded city from building new factories, new units (if it has a factory) or facilities, including a fortification.
Another option could be to add an airbase to make it not surrounded…
It would take two turns. See rule 8.4 (1936v.3) « Transporting allied units ».
Note that if you play with the Canada at War expansion, and you replace the Americans with Canadians in your example, it can all be done in the same tun, as all the Commonwealth units move together (Canada National reference sheet v.3.1).
Both the v3.0 Tech Sheet and Rule 7.8 for Advanced subs say :
“Advanced Submarines are Submarines for all purposes except as follows: Higher convoy raiding modifier (+4 instead of +2). Advanced Submarines can only be attacked during the Attackers combat phase by an aircraft on Maritime Air Patrol (not with a paired Destroyer)”
I think this simply negates the normal 8.7 Rule which says “On Enemy turns, an aircraft on Maritime Air Patrol defends against enemy units entering its sea zone”.
However, if you are attacking the advanced sub on your turn with an aircraft on MAP, then the normal rules would apply.
@captainnapalm Regular AA artillery does not have first strike (Rule 12.2) and in the case of strategic bombing, it’s not the AA artillery that defends, but the one that is inherent to each facility. The bombing sequence is clear that bombers roll first, then AA, so there is always strategic damage even if the bomber is hit (table 9-9).
There is no legend on the map or in the rulebook.
Mountains are obvious, Desert terrain is the small dots, Jungles are the five leaf palm trees (ex. Burma), Marshes use broken lines (ex. Pripet Marshes) , Tundra is the green, orange and white camo pattern in the North of the map.
On my v.3 map, Eritrea looks like desert.
According to rule 9.11 a convoy line will close if one or both territory at either end is possessed by an Enemy. A closed convoy line cannot be raided.
The Tokyo Line goes to Tokyo, but the other end is in sea zone 122, not any specific island, so it would not be closed unless Tokyo falls, at which time Japan has bigger things to worry about…
So, basically when a convoy is raided and you have ASW, for each raiding submarine, you roll:
The D12 is a “free Defense roll”, as it does not depend on surface warships or aircraft on MAP being on escrot duty.
See table 9-8 in the rules for all modifiers, including ASW.
I agree that there could be circumstances when it would be very useful to “blitz” into a friendly territory, for instance a surrounded army could want to break through the enemy lines and reach the safety of a friendly territory.
There is nothing that prevents you from having house rules to allow this, but it’s not under the official rules.
We also played our first games with artillery support for Motorized Infantry, but also realized that once motorized, they become vehicle class. Heck, we even gave the artillery support to Mechanized Infantry…
However, as you noticed, the +1 bonus if for infantry class units, not all infantry named units.
Since motorized infantry can move 2 and tow the artillery (or AA) and retain the infantry 4 defense roll, it does become a bit OP to have two attacks at 3 (Artillery + Supported), plus 2 movement, plus one artillery first strike for 8 IPP.
By comparison, the self-propelled artillery costs 5 IPP, so you would have to pay 10 IPP for the equivalent range and firepower, althought with an extra first strike and blitz capability, but one less defensive point (as both would defend at 3).
The 25% additional cost would not make S-P Artillery worthwhile, unless you have money to burn.
By losing the artillery support when purchasing or upgrading from regular Infantry to Motorized, you have at least have to choose between overall mobility and attack power.
Motorized purchases and upgrades are mostly for Germany and USSR in our games. The upgrade is meaningless in moutain terrain.
If you play the Spanish Civil War Expansion, the rolled event 3 “Failed Embargo” converts 1 Republican infantry unit to a motorized infantry unit. Considering that Spain is almost all mountains, this is more of a punishment, as you gain almost nothing useful and lose the artillery support.