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    2. Noneshallpass
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    Posts made by Noneshallpass

    • RE: Advance Submarines

      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.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: SS Panzer Grenadiers

      HBG just posted a FAQ Sheet :

      Q: Are German SS Panzergrenadiers Infantry Class units?

      A: No. (they are Vehicle class, like regular Mech. Infantry)

      posted in Global War 1936
      N
      Noneshallpass
    • RE: SS Panzergrenadier Questions

      HBG just posted a FAQ list :

      Q: Are German SS Panzergrenadiers Infantry Class units?

      A: No. (they are Vehicle class, like regular Mech. Infantry)

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Clarification: CCP

      HGB just posted an Errata Sheet to the rules :

      Page 48:

      Remove “CCP” from this sentence in 11.5:
      “Controlled Minor Powers, including Abyssinia, CCP and those in the Spanish Civil War do not get IPP income”

      (CCP both collects income and gets a recruitment roll)

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Submarines & Target Selection V3

      HBG just posted an Errata Sheet to the rules :

      Page 42:

      Add “Submarines have a Target Selection of “1” to the list in 9.10

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Submarines & Target Selection V3

      Step 3 of the Naval Combat Sequence in Table 9-4 (v3 rules) mentions units that roll their target selection. It could mean the submarines and coastal submarines, who both hit target selection at 1 on the battle boards. They are the only two naval units with that perk.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Clarification: CCP

      They should both. It must by a mistake that CCP is mentioned at 11.5.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Why buy ANZAC and FEC Miniatures?

      Hello,

      You 100% can use the same color for the British and FEC.

      Most players use the pieces from Axis and Allies 1940 sets, so they already have most ANZAC pieces, but you are right that if you do not want to, you can use one color for all Commonwealth units. For Ghurkas I painted ANZAC infantry the same color as FEC. You can also use regular infantry with a Ghurka roundel from HBG.

      You do need a different color for CCP since they are part of the Comintern but do not move with Russian units like the Commonwealth does. I use the red Chinese infantry pieces from A&A Pacific and got the rest from HBG. There is also an edition of A&A Pacific where the Japan units where red, so you can use those also if you have it.

      For nationalist China, again if you have an A&A set, you already have the green infantry pieces, but can use US olive green pieces for artillery and Anti-Aircraft, mountain infantry and cavalry if you don’t want to paint them.

      Enjoy building your set. That is part of the fun of this game.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: ANZAC Naval Units

      Hello,

      I use the AA1940 units and painted a light cruiser because it’s needed at setup.

      With its limited budget, ANZAC will not be building the expensive ships and does not even have a Major Shipyard at setup. Don’t go worry too much about these missing units.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Railroad Questions (Building, bombing, breaking)

      Hello,

      These are all valid questions since I don’t think they are covered by the rules. My best guess:

      1. As long as you own one of the border territories, you could build it. I don’t see a rule that says you need to own both sides of the border.

      2. For the same reason, anybody who owns one side should be able to repair the damaged railway.

      3. The USSR national reference sheet regarding Scorched Earth says it « Can destroy its own facilities during the Combat Phase of its turn. No land unit is required ». You could say that what’s on the border is not « your own », but in real life, you could destroy the rails on your side of the border with the same result. Not sure what makes more sense here.

      Note that since rails are used only in the non-combat strategical rail movement (rule 10.4 of v.3) on a territory that you owned since the beginning of the run, these are not issues that come up very often. If the enemy is across the border, he is coming during the combat move only.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Vichy Fly Over

      You are correct @insaneHoshi, only Southern France will turn all of Vichy colonies and units to Free French (Vichy national reference sheet v3.1), see « Vichy Surrender ».

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Using allied transports

      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).

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Requirements for facilities

      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…

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Base Set 2

      I personally think that they should complete the units needed for the base setup for each country. We have a lot of advanced subs, bombers or heavy carriers and battleships out there, but they don’t get that much use in each game.

      Let’s face it, ANZAC is not building heavy carriers anytime soon and the USSR has other tech priorities than to research heavy battleships.

      Most players will have already adapted or painted what they need for their initial set-up, but having a complete set available would especially benefit new players.

      HBG seems to be preparing more and more miniatures for the 1914 game, but new WW2 sculpts are getting rare.

      A line of fast battleships could also be nice, as this is the only unit that we have resigned ourselves to use a colored chip to differentiate. Then again, we don’t use them that often either.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: USA movement 1939 start help please

      For Global War 1939-1945, the United States National Reference Sheet (v.3.3) is quite clear that you need 35 IPP before you “May move ships in the Pacific”. There are no exception for US coastal sea zones.

      I think that you are confusing with the A&A Global 40 rules where there is such a restriction in the Atlantic Ocean:

      “… while it’s not at war with Japan, the United States may not move any units into or through China or end the movement of its sea units in sea zones that are adjacent to Japan-controlled territories. While not at war with Germany or Italy, the United States may end the movement of its sea units on the Europe map only in sea zones that are adjacent to U.S. territories, with one exception: U.S. warships (not transports) may also conduct long-range patrols into sea zone 102…”

      It’s hard to rid ourselves of A&A habits in this game.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: USA movement 1939 start help please
      1. Yes, the Pacific fleet cannot move until the peacetime US economy reaches 35 IPP or send units to the Pacific Islands. You can start building new ships and land or air units on the West Coast if you want to, but that’s about it.

      2. Yes, the Atlantic fleet may move about freely at the start of the game, but cannot perform convoy duty until 35 IPP and cannot go the the Pacific side of the USA until 63 IPP (Wartime Economy).

      3. No, there are no restrictions on which side of the board the USA may place new units, except for the ships that start on the Multi-Stage Production Chart, which must be placed as indicated in the Set-Up of the National Reference Sheet. Otherwise, the player decides where to focus the war effort.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Advanced Artillery Attrition Attack

      Rule 8.3 says that aircraft must save enough movements point to return to a friendly land zone or carrier during the Non-Combat Movement phase.

      I did not find the equivalent to the A&A Global rule that says that if the carrier is sunk, the aircraft gets an additional movement point to land in a friendly terrirory or carrier.

      Ironically, while looking for this last rule, I found that the A&A Global rules cover the previous issue for strategic and tactical bombing raids:

      “Any number of defending fighters based in a territory that is about to be strategically and/or tactically bombed can be committed to participate in the defense of that territory’s facilities as interceptors, whether or not there are attacking fighter escorts. The number of defending fighters that will intercept is decided by the owning player(s) after the attacker’s Combat Move phase is completed and before the Conduct Combat phase begins. These fighters cannot participate in other battles during that turn, including a battle in the territory in which the bombing raid is occurring. They must remain in their original territory after the battle. If that territory is captured, they can move 1 space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs during the Noncombat Move phase, before the acting player makes any noncombat movements. If no such landing space is available, the fighters are lost.”

      Whether this should be applied in Global War 1936-1945 is another question.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Advanced Artillery Attrition Attack

      Hi, my understanding is that both the Attacker and Defender have to decide how to use their planes, either for escort/interception or part of the land combat and that they cannot do both.

      According to rule 9.17, Carpet Bombing is a special form of Attack available to Strategic Bombers. It lasts for one round only. The Attacking bomber is subject to interception from Fighters and fire from Anti-Aircraft Artillery. No other land forces may fire back. Casualties are removed at the end of the combat round.

      According to rule 8.5, when you make a strategic bombing (including carpet bombing) you combat move all your Attacking bombers and any fighters that you want to use for escorts to the zone.

      According to rule 8.6, Scramble is declared (by the Defender) at the end of the Attacker’s Combat Movement.

      According to Table 9-9, if Defender has scrambled Defending Fighters, there is one round of interception combat where all aircraft participate at reduced values. Any causalties are remove at the end of the Interception combat.

      After that one round of interception and carpet bombing, the planes from both sides cannot participate in the land combat and will land in the non-combat phase.

      The only thing that I did not find is what happens to Defending fighters that were already in the defending territory, went to intercept the bombing, survived, did not participate in the land battle, but cannot land because the land battle was lost? Are they destroyed? Can they land elsewhere?

      One possibility is that this option does not exist for the fighters in the territory that is attacked, as the definition of Scramble in rule 8.6 mentions that it comes form an adjacent zone where there is an airbase. Therefore the fighters in the attacked territory would have to take part in the land battle and could not intercept.

      I’m curious to know if that is the case.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Lend-Lease Question

      Regarding lend-lease, I do not think that it is explicitely stated in the v3 Rules, but some of the wording suggests that multiple lend-lease can be performed in the same turn, provided that it goes to eligible nations, according to each National Reference Sheet.

      Specifically, Rule 7.9 mentions: “Major Powers may send lend-lease to other Major and Minor Powers. This can be either military units or IPPs.”

      It also mentions in the “Production” subsection that you “Purchase the unit during the Production Phase and place in on the Production Chart with the receiving nations roundel underneath it.”

      Finally, rule 11.4 mentions in the “Over Land Zones Delivery Process” that “The lend-lease stops in the first land zone in the receiving nations Home Country”.

      The use of plural in all these rules suggests that there may be more than one receiving nation at a time.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Lend-Lease Question

      Regarding blitz, table 9-3 actually says that it can occur if combat lasted “<3 rounds”.

      The concept of rounds is used fairly often in the rules. If you look at Table 9-2 of the v3 Rules you will find the sequence for land combat in 8 steps.

      The first time that you go through these 8 steps would be the first round of combat.

      Then the attacker may retreat or choose to initiate a second round of combat which repeats steps 3-7. If the battle is not over yet, then you would have to go through a third round (or more) and therefore lose the blitzing option.

      In short, you have to eliminate all defending units by the end of round 2 to have the option to blitz. You cannot eliminate the remaining units in round 3 and still blitz.

      posted in Global War 1936
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      Noneshallpass
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