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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No, you can’t attack an empty territory with aircraft and you can’t fly over a neutral that hasn’t been previously attacked. See also my guide for Mongolia and Neutrals, first post
http://www.axisandallies.org/forums/index.php?topic=30776.45
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Thank you sir :-D
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Back to the HostileSZ/transport loading “loophole” discussion, there is such a simple solution to it (leave the units on the Japanese transports during the interturn, with a huge fleet there for protection), why would it be considered an exploit or a problem? Its only an annoyance when it surprises the other player, so in a friendly game, why not say, ok–remember you can’t load in a hostile SZ but for the purposes of this game, we’ll mount your 6 troops back up on the transports and I wont use this rule to my advantage, this time?
Whether this “exploit” was known to the designer or not isn’t that relevant, it would be much more relevant if it was somehow game-breaking but given the circumstances I don’t regard it as much of an exploit, given how easy it is to avoid…rather than changing the rules, shouldn’t you just change your play?
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Right, it’s not much of a problem when everyone knows about it or the games are friendly.
But it made some people upset when the games weren’t friendly and it wasn’t known yet!It does cost a UK destroyer and requires an unprovoked attack by ANZAC (UK can’t attack, can’t enter China, and doesn’t get their NO’s even though the Allies are making an unprovoked attack).
The whole reason this loophole was a sore spot with people is because of how maddening it is for Japan, how sneaky it is, how it apparently is unforeseen by the designers, and how it can wreck a game for someone who has invested hours in it already. Imagine it happening to you when you didn’t know it was possible, and it’s a competitive game so your opponent won’t take it back.
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I don’t think it’s a game breaker at all. It’s not nearly as silly as Japan being able to park their entire navy in Pearl Harbour before being at war with the US and the Americans can do nothing but treat them to a free piece of pizza.
This move with ANZAC happens very early in the game and is not something that is nearly as damaging to the opponent as the other one with Pearl Harbour. It’s not like they can land troops in Japan, they are just preventing the Japanese from loading their transports for one turn-at a cost of bringing the war to the UK and ANZAC without the Americans involved. Small potatoes. Japan gets most of the breaks to begin the game with on the Pacific side complete with 6 kamikaze planes so don’t begrudge the Allies or Karl simply because he knows the rules to the game. Learn to live with it Gargantua, Karl made a sweet move on you. Next time drop into Honolulu for a free slice and see how much he likes that.
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I don’t think it’s a game breaker at all. It’s not nearly as silly as Japan being able to park their entire navy in Pearl Harbour before being at war with the US and the Americans can do nothing but treat them to a free piece of pizza.
Parking the IJN there is not very strategically smart though. USA can put 5 planes on Hawaii plus a bomber and also land reinforcements. It fully commits you to hitting Pearl harbour. I suppose some extra TTs for Japan and you can probably take it down but at what opportunity cost? You cannot retreat except perhaps to Marshall Islands. In over 100 games played, I haven’t seen that for ages, if I’ve ever seen it.
It also would never have happened in the actual war because USA would have been on their guard more about an attack, so I guess you could argue that it should be banned from a historical accuracy point of view.
Whereas the ANZAC DOW loophole is pretty maddening. And yes, I still regard it as a loophole which Japan has to consider. It goes against the entire idea of the exception allowing loading a TT after a DOW. I do agree that it isn’t a game breaker though. It isn’t as bad as the Strategic Bombing rules, for example!
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It’s not legal to move to Hawaii before being at war with the USA. There is a rule that says you can’t move ships within 2 seazones of the Continental US and Alaska
Eh, now I can’t remember how the 2 zones are counted. But even if Hawaii is legal, it’s a pretty crappy spot because you can’t use the naval base so can’t get back to Caro or Japan in 1 move
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Ah that’s right. Cool.
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So yeah, like you said. I almost entirely agree with your posts
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During combat movement can an Italian unit load on a German transport and unload during the same turn if the transport does not have to move?
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During combat movement can an Italian unit load on a German transport and unload during the same turn if the transport does not have to move?
No.
@Pac:
Transporting Multinational Forces:
Transports belonging to a friendly
power can load and offload your land
units, as long as both powers are at
war. This is a three-step process:
1. You load your land units aboard the
friendly transport on your turn.
2. The transport’s controller moves it (or
not) on that player’s turn.
3. You offload your land units on your
next turn. -
In G40 can the US unload a transport with one inf and claim Brazil while still NEUTRAL? As I read the rules the US cannot leave original US territories with a transport on the Atlantic size and also a neutral country cannot move into other neutral countries, but a guy I play with asked Wizards for the answer and was told he could?
Grant T. Game Wrangler Customer Service Specialist from Wizards of the Coast said “As long as America doesn’t declare war or attack another nation it should be able to move and unload to friendly countries.”
With that logic then the US can drop off troops in New South Wales or London while still neutral which is not correct. Can I get Krieg to rule in on this one?
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Unfortunately, Wizards gave your friend an incorrect answer. No neutral power may move units into or through neutral territories or territories belonging to another power. See page 15 of the Europe Rulebook.
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I knew they did, that is why I posted here. Thanks for the quick response.
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It is not the first time Wizards has made mistakes. This is the best place for answers, Cond1024, as I am sure you know.
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sub transport with 2 inf dropping on island, island defended by 1 sub. Does the sub deny my landing? Do we fight it out (he can submerge thus my landing goes or fight it out and win/lose thus possibly deny landing? How does t his work?
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The sub allows you to land with the transport during the combat movement phase
A warship (sub qualifies) escorting the transport allows the transport to work over the enemy subNo combat takes place unless you declare that you are attacking the sub. Then the defender could choose to fight or submerge
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I buy naval units including a carrier to place them into a hostile sea zone. May I ncm existing planes there knowing that they can land?
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@V.:
I buy naval units including a carrier to place them into a hostile sea zone. May I ncm existing planes there knowing that they can land?
Welcome to the forum, V. Manstein.
Yes, you may do that:
@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.HTH :-)
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Germany Dows Russia, can germany load on to transports with cruiser contesting the water?