Brando, why would you leave 1 inf in each territory? The only ones that matter are rostov and Baltic States. You will lose 6 ipcs in units for not much gain in epl/bess.
I leave 1 Inf in each territory, so the Axis/enemy can’t just walk in. Inf have a 33% chance of a hit. Prevents a country from just taking a territory w/1 Inf. Usually the attacking country has to attack w/2 ground units, just in case your Inf gets a hit. Also prevents the enemy from sending just one ground unit on a long walk across your territories(i.e. when Japan starts marching across the Soviet Far East). I don’t always do this. Like in China, I consolidate the Chinese Inf whenever possible. But in Russia, I always try to leave at least 1 Inf in each territory. One thing to point out, I don’t leave 1 Inf in each territory, unless the enemy has a chance to take that territory.
Because they only have a 33% chance to hit, I would not want to risk giving away nearly free infantry kills to Germany unless they are defending something valuable. Each infantry you put in his way is 1 less body defending something critical for a 33% chance to kill 1 thing.
It’s not just a 33% chance of killing something. It’s making the enemy commit more than 1 Inf/1 ground unit to take the territory How would this hurt a country like germany that will have mechs constantly reinforcing and the positioning does not screw him?. Maybe you didn’t read my entire post. Again, I don’t always leave 1 Inf behind in each territory(i.e. China and other territories) Japan can just send 1 inf and air, it really won’t hurt him if he wants to.. However, leaving 1 Inf behind on such things as islands, even 1 IPC islands. Your enemy would most likely have to commit at least 2 ground units to take the islandIt depends on the value of the island and the likelihood he/she would go for it.. Therefore, forcing your opponent to commit more resources to take territories and have less units to use elsewhere. I understand what you mean, but this is also a game of economics and efficiency. If your opponent does not need to go for it, or is not even affected by it, the one infantry won’t be an issue.Like I said in my explanation, Soviet Far East is a good example. There are 13 IPC’s from Soviet Far East to Vologda/Samara. If your strategy is to leave these unguarded for Japan to just take w/1 Inf, then go for it. In my opinion, over the 26 years I’ve played A&A, it’s the wrong stategySince russia can easily stop japan from taking it unless Japan commits more to the front, it really is not an issue. Also, with mongolia, it won’t be unguarded.
Global 2nd edition Q+A ( AAG40.2)
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Gotta a question from a youtube subscriber and wanted to pass it on here…
I’m confused on the submarine rules of the game regarding sneak attacks had a game where in a sea battle my brother had a bunch of subs and i brought in subs couple destroyers planes battleships and a couple of cruisers. Now i know my destroyers negated his subs ability to submerge or sneak attack and allowed my planes to fire at his subs but the way the rules read because i had destroyers in the fight it also negated my ability to submerge or sneak attack him even though he had no destroyers… Because in the book it says if the opposing side has a destroyer in the battle the attacking or defending subs can’t submerge or sneak attack… So does that mean because i had destroyers and he didn’t my subs can still sneak attack and submerge and his can’t or does that mean because i had destroyers in the battle and he didn’t that neither of us can submerge or sneak attack because the wording of that paragraph makes no sense to me because why would my own destroyers negate my subs abilities but the way its written looks like it would_
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@Young:
because i had destroyers and he didn’t my subs can still sneak attack and submerge and his can’t
This is correct
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To clarify, the rule in question (on page 19 of the Europe Rulebook) says, “However, if the opposing side has a destroyer in the battle, the attacking or defending submarines can’t submerge or make a Surprise Strike.”
“Opposing side” refers to the defender where the attacker concerned and to the attacker where the defender is concerned. Therefore, attacking subs can’t submerge or make a Surprise Strike when the defender has a destroyer, and defending subs can’t submerge or make a Surprise Strike when the attacker has a destroyer.
Hope this helps.
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Thanks for that guys, I have passed on your comments.
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I’m making some cards as a game aid to remember the turn sequence and other things that happen during a turn. Would this list “technically” be correct?
1. Research & Development (Optional)
2. Purchase new units
3. Repair damaged units
- facilities
- capital ships
4. All air units take off
5. Combat movement phase
6. Scramble defending air units
7. Resolve Combat
- strategic bombing raids
- amphibious assaults
- general combat
8. Non-combat movement
9. Mobilize new units
10. All air units land
11. Collect income
12. Conduct convoy disruptions -
#2 and #3 Purchase and repair should be together (are simultaneous)
#4 and #10 are confusing
If you want to make it clear that defender planes have to be landed before the turn owner’s non-com is done, put it right before #8
#6 add kamikazes
#7 YES
#11 and #12 are simultaneous and should be together -
I find that it helps new players to separate and breakdown actions as long as it doesn’t effect game play. I moved the repair damaged units ahead of purchase new units because an IC likely gets fixed before purchasing new units, but I understand keeping them together if you’re playing with the “can’t go back once a phase is finished or has been skipped” rule. However, getting convoyed before or after collecting your income can’t have too much of an effect, I just think it’s important to help new players remember what can happen throughout a single turn sequence. About #4 & #11… you would be surprised how many new players believe that air units on carriers must move with the carriers, they also forget that planes can land on new carriers, or new planes can land on existing carriers.
1. Research & Development (Optional)
2. Repair damaged units
- facilities
- capital ships
3. Purchase new units
4. All air units take off
5. Combat movement phase
6. Scramble defending air units
7. Deploy Kamikaze tokens
8. Resolve Combat
- strategic bombing raids
- amphibious assaults
- general combat
9. Non-combat movement
10. Mobilize new units
11. All air units land
12. Collect income
13. Conduct convoy disruptions -
I don’t think the answer to simplifying the game is to have more phases. Perhaps have a checklist with all those steps if you like, but I hate the part in Triple-A where you have to purchase units before combat movement. Politics and repair are also annoying. These should all be rolled into a single phase which allows going back and changing things. That would make it easier and more fun.
I could, conceivably, understand a scramble/intercept/kamikaze phase between Combat Movement and Combat. That might save a bit of confusion. And perhaps a scramble/intercept planes land phase after combat - it’s pretty obvious but it could be formalised if you wanted too.
And I agree about #4 & #10 being confusing - why are they there at all? Just think that all planes are in the air during your turn, if you like.
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I need a confirmation on this, please.
In the Notes on triple a it says:
*(PE) USA may not end movement in seazone adjacent to Japanese controlled territories when not at war with Japan
(Sea Zones 6,17,19,20,22,32,33,34,36, and 37).Meaning that any US ship may not end ist move in 23, 16,30 and so on.
Example sz 16 is adjacent to sz 6 and 17.
You can stop your Movement in neither of those sz (6,16,17).
Correct? -
The rule is simply that when not at war the USA cannot leave any boats in a seazone that is adjacent to Japanese controlled territory.
So no, no US ship may end it’s move in Zone 17 (Iwo Jima), but yes they can always sit in 16, 23, 30 or any zone that doesn’t have a Japanese controlled island or bordering a Japanese controlled territory (like on US1, Z37 is off limits because the Japanese control Siam)You can freely pass THROUGH these zones that you can’t end your movement in
The note is there because Triple A does nothing to stop you from breaking this rule -
Sz 23 on US 1 is ok for US; SS and DD and on US2, the US is free to end it’s movement in sz 16 and is still not at war with Japan?
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Right, since 23 and 16 have no islands, the USA can ALWAYS leave boats there
If I send the Philippines boats east, I almost always split them up so the Japs can’t easily get 'em both with a J2 DOW. I wouldn’t leave them both in 23
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Oh man, I miss understood this the whole time.
I had the opinion “adjacent” to the adjacent sz and I took really care of it all the time, so that If I would be Allies that my Ships are really not even touching them at all.Thanks for clearing that up Gamerman01!
I apreciate it.You can now go on and laugh about it, at least I have to :lol: :lol: :lol:
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Further to my last comment, if we must have combat movement as its own phase, I think it should be first, with repair ships happening as the first part of combat movement - or second with repair ships as its own phase happening first.
I find I always have to plan out what attacks I will make before I know what I’ll buy. That’s a bit annoying. Does anyone agree with this?
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ipcs from west india should go to uk while india is captured.
Can somebody confirm that?
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No, West India is part of the Pacific Board in Global, so if India is captured and UK takes back West India, West India is still UK Pacific territory and hence West India does not add anything to UK Euro’s economy.
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I have a question
Axis forces perform a heroic amphibious assault against a territory occupied by plutocrat scum. We move the fleet 1 sea zone and then attack with a carrier, planes, destroyers, and transports unload during combat movement phase. The undermench have an airbase bordering the sea zone but they decide NOT to scramble so there is NO NAVAL BATTLE. Afterward, can the fleet (except the transports that unloaded) move out of the sea zone in noncombat movement phase? Secondly, if there had been a cruiser or battleship in the fleet and there was a shore bombardment, would we be able to move in NCM? Would the carriers, planes and destroyers move and leave the battleship/cruiser stay with the transports?
thank you
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The fleet can’t move in both combat and non-combat movement phases regardless of anything else happening. The planes could of course keep moving if you wanted in non-com to land though.
If the fleet started in the sea zone where the amphibious assault, then they could move out if there was no sea battle. If there was bombardment, then the bombarding ships would be stuck but the rest should be able to move in NCM.
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Great answer by Snigg
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OK thanks guys