MAP may need its own Quick Refererence Sheet with multiple examples given or a new video by @GeneralHandGrenade
Posts made by Noneshallpass
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RE: Subs, Destroyers, MAP and other shipsposted in Global War 1936
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RE: What happens when the Allies declare war on Vichy?posted in Global War 1936
I looked for something similar about when the alignment takes effect in the rules but did not find it.
If you have to declare war before combat and declaring war causes the minor power to align, then Vichy would turn German before the combat takes place and we are back to the original question.
I personally think than an aligned Vichy should keep its own units, but this needs to be addressed in the Errata.
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RE: Kamikaze-ing subsposted in Global War 1936
The rules were clear enough to start with and the FAQ is overkill.
There is no need for further clarification.
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RE: What happens when the Allies declare war on Vichy?posted in Global War 1936
On a counter-point, rule 4.4 mentions:
“Once Aligned a Minor Power and its units become part of the Major Power for all purposes and ceases to exist as a separate nation for the rest of the game. KMT, CCP and Free French are exceptions to this rule as they do not become incorporated into their Aligned major power and are run as separate nations with their own National Reference Sheets”.
See also “Aligning” in Appendix B with the same examples (KMT/CCP/Free France).
Is Vichy missing for that list or is this intended?
I also realize that the Vichy document is called a Quick Reference Sheet and not a National Reference Sheet.
If @CaptainNapalm is correct and only Free France may recapture Southern France without tuning Vichy units and territories to German units and territories, then the odds of this happening are not very likely.
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RE: What happens when the Allies declare war on Vichy?posted in Global War 1936
Vichy NRS (3.1) says:
« Vichy remains neutral until such time that another Major Power declares war on it. »
« A Free France attack on Vichy does not make Vichy Align with Germany. »
Therefore, if another power attacks Vichy, it does make Vichy Align with Germany.
Regarding surrender, it says:
« If Southern France is conquered, Vichy surrenders. All Vichy colonies subsequently join Free France. All Vichy units join Free France. »
There is nothing to suggest that only Free France can make Vichy surrender. Southern France is the equivalent of their capital and losing it causes their surrender and turn to Free France.
To combine both sets of rules, I believe that you must keep the German-allied Vichy forces and territories separate and not replace them by German units.
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RE: In Defense of Defending France.posted in Global War 1936
I think that Vichy cannot attack a liberated Paris.
Rule 14.4.3 says that Vichy can only ever attack Free France.
The Vichy NRS says that “If Vichy attacks a Free French land zone containing units not from Free France, these non Free French units do not participate in the combat and are moved to the nearest land zone in their possession”.
However, the Free France NRS says that “If Free French liberates Paris, it becomes a Major Power (effectively becomes France again)”.
Plus, on a related Vichy question in the FAQ :
"Q: What happens if USA liberates Aquitaine? Does it become Free French? And if so, can Vichy attack?
A: Aquitaine is an original French land zone. Until Paris is liberated, “France” does not exist. Thus, USA can not give it back as per 9.20. So any Allied forces liberating a Territory in French Home Country gets to keep it until Paris is liberated and “France” once again becomes a Major Power.
Vichy cannot attack an US possessed land zone."
For these reasons, I would think that Vichy cannot attack a liberated Paris, as France has been reinstated as a major power and is no longer Free France. They would essentially get to wait until Southern France is liberated.
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RE: Are Heavy Carriers not very good?posted in Global War 1936
@gen-manstein I am not sure what rules you are discussing.
The battleboard has the same stats for Attack and Defense for Heavy Battleships and each hits reduces the values by 2 (rule 7.8) : undamaged (10), 1 damage (8) and 2 damage (6).
Like all capital ships, they can be repaired at dockyards or shipyards (rule 7.4 and tables on page 54-55).
Paying IPP for the repair of capital ships by rolling a D6 is only an optional rule (15.5).
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RE: Kamikaze-ing subsposted in Global War 1936
Target selection is a strong advantage for the Attacker and is an exception to the rule that the Defender selects his own casualties (Rule 9.1).
When you attack with Kamikaze and roll :
8-12 : you miss
3-7 : you hit but defender chooses the casualty
1-2 : you hit and you choose the casualtyI cannot fathom that if you hit 1-2, then you are limited to surface ships, but if you hit 3-7, the defender can pick anything else as casualty.
It makes much more sense that the rules are coherent and that Kamikaze can only hit suface ships, no matter who chooses the casualty.
If you happen to hit a 1-2, you will probably go for the carriers or loaded transports, and at 3-7 the defender will pick destroyers or light cruisers. If I was playing with your interpretation, I would be very happy to pick a submarine instead.
In addition, while I am not a big fan of historical explanations to the rules, we cannot ignore that the Kamikaze were “part of the Japanese Special Attack Units of military aviators who flew suicide attacks for the Empire of Japan against Allied naval vessels in the closing stages of the Pacific campaign of World War II, intending to destroy warships more effectively than with conventional air attacks”.
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RE: Kamikaze-ing subsposted in Global War 1936
The rules seem clear : « surface ships » only.
No subs or land units or mid-air collisions with other aircraft…
How would a plane even hit a submerged submarine? It was difficult enough hitting huge battleships or carriers.
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RE: Axis powers attacking Free Franceposted in Global War 1936
Not only is it not prohibited, it is made possible by the rules.
The Free France NRS (v3.2) states: “Free France is a Minor Power formed on the surrender of France. It is at war with all nations France was at war with.”
In addition, since the Axis can declare war on any nation, even Italy or Japan may attack Free France if they were not already at war with France.
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RE: Railing Militiaposted in Global War 1936
@insaneHoshi my first comment is why would you air transport militia, when you can probably build them at their destination? It would be a big waste of ressource.
While they are infantry class, I still think that the Home Country movement restrictions apply.
Remember that the definition in rule 12.2 is that they represent “various types of local or immobile defense forces”. Moving within Home Country is an exception.
As to minor powers, the same rule states that “Militia can only move within a Major Power’s Home Country”.
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RE: Are Heavy Carriers not very good?posted in Global War 1936
Even if any power can research them, the USA are probably the only ones that can both build enough factories to generate tech rolls and have the budget to invest in heavy carriers.
While they have the same stats as a Fleet Carrier, the ability to carry 3 planes should not be neglected.
I think that it’s fairer to compare the regular costs, as you cannot be guaranteed to get Improved Constructions first.
So for 18 IPP (6/6/6), you can carry 3 planes, vs 23 IPP if you go with a Fleet Carrier (5/5/5) and an Escort Carrier (4/4). That is a 5 IPP saving, so half the cost of your extra plane.
Granted that if you attain Improved Construction first, then paying the extra 3 IPP for one extrat hit, one extra defense roll (at 1) and the option to split your forces, may favor going with a Fleet Carrier and an Escort Carrier to carry 3 planes.
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RE: Radar's Convoy Modifierposted in Global War 1936
Ok, with the new correction to page 31 in the Errata, it seems that table 9-8 was correct and is now is in line with the Technology Reference Sheet for Radar.
Then, I am not sure why both rule 7.8 and Tech sheet ASW mention “+1 to their convoy raiding roll” and Radar “+2 to their escort modifier roll” if these mean exactly the same thing (your D6 convoy roll per rule 9.1 and table 9-8).
So if you have both technologies, then I guess you roll D6 +3, which might try to compensate if the raider has advanced subs at +4.
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RE: In Defense of Defending France.posted in Global War 1936
The forces outside Paris in 1936 are only one Foreign Legion in Northern Algeria, one Militia in Syria (cannot move unless upgraded) and one Infantry in Cochinchina, which may or may not get to France in time.
If you send them to France, depending on where you place them, they may not even get a chance to provoke German casualties, as they always have the option to surround Paris (units in Paris a removed) or to take Paris (units outside Paris are removed).
As the German player, I try to prepare for both options and take the path of least resistance.
All things, considered, I prefer to take my 50-50 chance with the Vichy rolls. At least if you get some Free French units, then you have at least something to rebuild your forces from with lend-lease and limited IPPs.
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RE: Railing Militiaposted in Global War 1936
Militia is also an infantry class land unit, so there is nothing preventing you from using your rail movements for militia, provided that you also follow the rule that they can only move within their Home Country (see rule 12.2 (Militia) and most NRS).
Remember that FEC does not have a Home Country (FEC v3.4).
Also remember that in the case of CCP and KMT, that their milita cannot be moved unless they become a major power (CCP and KMT v3.3).
Apart from maybe the USSR, there are not many useful options for railing milita, considering the limited size of most Home Countries.
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RE: Maritime Air Patrol (MAP) Rangeposted in Global War 1936
I think before the FAQ, the basic 1 range was only covered in rule 8.7 (Carrier-Based Aircraft) Appendix A, section 27 (Maritime Air Patrol).
No wonder the MAP rules were (and still are) misunderstood.
Regarding the Elimination question, it’s a good one and I am not 100% sure that Germany placing its own aircraft on MAP would eliminate the British seaplane.
Even if you have the option to leave aircraft on MAP more than one turn “until it chooses to end its patrol” (rule 8.7), Appendix A, section 27 says that aircraft on MAP is essentially patroling in circles, which explains the limited range.
Therefore, aircraft left on MAP virtually returns to base at some point, as it cannot fly for 6 month staight (a turn in Global War), even if this is not played on the actual game board.
Rule 8.7 also says that “On Enemy turn, an aircraft on Maritime Air Patrol defends against enemy units entering its sea zone”.
Should we consider that the British MAP would 100% be intercepted by the German MAP an eliminate it, because it would have at some point to enter the German-patrolled sea zone? I don’t know.
I think that a clearer case of Elimination would be if Germany puts a carrier with at least one aircraft between its only available landing spot, then the MAP seaplane would be eliminated (shot down when attempting to reach base to refuel, so to speak).
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RE: Radar's Convoy Modifierposted in Global War 1936
In addition to rule 7.8, which clearly says that with Radar “Escort ships gain +2 to their escort modifier roll” if you look at the Technology Reference Sheet (v3.0) :
As soon as a nation develops ASW technology, it gets the following advantages: Defending
convoys gain a +1 to their convoy raiding roll. (…)Radar gives the nation the following advantages:
Defending convoys gain +2 to their escort modifier rollMy understanding is that in the case of ASW the +1 applies to the D6 roll regardless of escorting ships. In the case of radar, it is not +2 to the convoy line, but per escorting warship.
I think that you are correct that the table 9-8 is misleading when it says only “+2 if having rardar technology”.
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RE: Forts/Bases - Declare location when beginning construction?posted in Global War 1936
That way, all facilites under constuction are subject to strategic bombing or capture.
There is also an optional rule (15.8) to declare multi-stage ships under construction. It’s more realistic that way.
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RE: Subs, Destroyers, MAP and other shipsposted in Global War 1936
@loki17 your example is somewhat improbable, as the UK is not at war with Italy in 1939 and can only declare war to a nation has declared war on another nation during the game (G.B. NRS v3.5).
However, in the event the Italy declared war before the Britsh turn, if the British attack the Italian fleet on 1939 turn one, this should be per naval combat rules (rule 9.6 and Table 9-4), but the submarines may decline combat unless you place aircraft on MAP (8.9).
In the box on page 37, it specifies that the attacking player will declare if he puts aircraft on MAP first and then the defending player will declare what he does with his subs.
However, if the Italians want to use their subs for defense, then I don’t see why you would need MAP, as they will take part in the naval combat. As @GeneralHandGrenade mentionned above “He has chosen top be in the fight and is open to being hit”.
However, rule 8.9 regarding submarines mentions:
“Note: This effectively means that to kill submarines you either have to wait for them to Attack, kill them during convoy-raiding or hunt them using your aircraft on Maritime Air Patrol (paired with destroyers).”
Considering the previous comments, I feel that this note is incomplete, as you can also kill sumarines if the defending player chooses to have them take part in naval combat and does not submerge them before they are destroyed.
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RE: Motorized Infantry and Artilleryposted in Global War 1936
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.