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  • 7/31/2019 A&a Pac40 Q&A (Bgg)

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    Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)

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    (Through posts of Feb 28, 2011 and organized loosely to

    parallel the A&A Pac40 Rulebook Table of Contents

    sections.)

    The FAQ is available at:

    http://www.harrisgamedesign.com/pdf/A&A_Pacific_19

    40_513_FAQ.pdf

    Section Page

    Game Components 1

    Summary of Play 1

    How the War is Won 1

    The Combatants 1

    Setup 1

    The Political Situation 1

    China Rules 3

    Order of Play 3

    1. Purchase and Repair Units 3

    2. Combat Move 3

    3. Conduct Combat 4

    4. Noncombat Move 10

    5. Mobilize New Units 11

    6. Collect Income 12

    Winning the Game 15

    Unit Profiles 15

    [Optional Terrain House Rule] 18

    ********

    Game Components

    Q: So for example Japan only starts with 6 tactical

    bombers pieces. Does this mean Japan can only ever

    have 6 stacks of tactical bombers for the entire game?

    Obviously you can have an infinite number of chips in

    each stack, but as Japan is so carrier dependent this

    would really hamstring Japan - since a carrier is only

    going to have two units (piece + chip) max on each

    carrier - so if you go with 1 bomber on each of 3 carriers

    you use up 1/2 of Japans potential Tac bomber wings.

    A: You are not limited by the units in the box or thenumber of stacks you start the game with.

    Q: I think Nze (New Zealand) is an island in the term of

    the rules, or not? Since it is not fully surrounded by water

    [on the map] ...

    A: Yes, it is an island. The part that isn't surrounded by

    water is off the board, so it only touches one sea zone

    and nothing else.

    Q: Has Japan been declared an exception to the rulebook

    definition of an island, in that it CAN "scramble". If so,

    where is the exception ruled? (I cant see it in the errata)

    [Edit: Also... is Japan the ONLY exception to the rulebook

    definition?]

    A: Japan meets the definition of an island, so air units

    may scramble from it.

    Q: Is Japan considered an Island in this game, so planes

    don't count the Sea Zone leaving or going in to Japan.

    This seems too easy for enemy planes to attack Japan

    and also Japanese leaving Japan by air.

    A: Japan is an island. However, you always count the sea

    zone surrounding an island as a space. An airbase willallow a plane an extra movement point when taking off

    from the territory, but not when landing on it.

    Q: If Japan over48 in national production chart should I

    count over 48IPC?

    A: Yes. Just use a second control marker to mark the

    amount over 48.

    Summary of Play

    How the War is Won

    The Combatants

    Setup

    The Political Situation

    Q: Does Japan attacking ANZAC put any other nations at

    war? [DOW]

    http://www.harrisgamedesign.com/pdf/A&A_Pacific_1940_513_FAQ.pdfhttp://www.harrisgamedesign.com/pdf/A&A_Pacific_1940_513_FAQ.pdfhttp://www.harrisgamedesign.com/pdf/A&A_Pacific_1940_513_FAQ.pdfhttp://www.harrisgamedesign.com/pdf/A&A_Pacific_1940_513_FAQ.pdf
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    A: Yes, UK. It also allows the US to declare war on Japan

    on its next turn, unless UK/ANZAC declared war on Japan

    first.

    Q: The UK attacks a Japanese controlled territory on turn

    1 and wins. On Japan's next turn it does NOT attack the

    British back. State of War: Japan is at war with the UK,

    ANZACs and China. Japan is NOT at war with the US.

    A: Correct.

    Q: The UK attacks a Japanese controlled territory on turn

    1 and wins. On Japan's next turn Japan attacks and

    recaptures their territory back. State of War: Japan is at

    war with ALL powers. US moves into War time economy.

    A: Incorrect. The US will not be at war, as Japan was

    attacked by the UK first.

    Q: The UK attacks a Dutch territory and wins. Japan

    attacks the newly conquered UK territory (previously

    Dutch) and wins. State of War: Japan is at war with ALL

    powers. US moves into War time economy.

    A: The state of war is correct. However, Allied powers do

    not attack Dutch territories unless they are held by

    Japan. The UK's taking control of the Dutch territory

    would be a noncombat movement.

    Q: The UK does NOT attack but moves forces into China.

    On Japan's next turn Japan attacks the territory with UK

    forces in it. State of WAR: Japan is at war with ALL

    powers. US moves into War time economy.

    A: Incorrect. The US will not be at war, as Japan was

    provoked by the UK first.

    Q: If Japan attacks Dutch territories, [does] that result in

    war with British & ANZAC or all of allies?

    A: Japan must be at war with UK/ANZAC in order to

    attack Dutch territories (see the revised political rules in

    the FAQ). If Japan declares war on UK/ANZAC before

    UK/ANZAC declares war on it, the US may declare war on

    Japan.

    Q: Is Dutch New Guinea part of the Dutch East Indies, as

    far as concerning allowing the occupation by British

    and/or ANZAC forces before openly being at war with

    Japan (covered in the Political Situation section)?

    A: Yes. The "Dutch East Indies" simply refers to the Dutch

    territories on the map. The reference to the Dutch East

    Indies in one of Japan's NOs is a mistake, and will be

    noted as such in the FAQ.

    Q: Was a little confused as to how the Dutch East Indies

    work- they are not neutral countries per se- they are not

    colored in white, and do not have an infantry army

    symbol for their defense. Can the Japanese/and or

    ANZAC and British just simply move into them? Does

    doing so force any of the countries into war with eachother?

    A: Check out the revised, clarified political rules in the

    FAQ. They should answer your questions.

    Q: Why didn't the developers just portray the Dutch East

    Indies as another Neutral power, like Sweden or

    Switzerland for example?

    A: They are a special case, as they were possessions of a

    defeated country (Holland) which had a special

    relationship with UK. The Dutch government in exile was

    located in London, and made arrangements with Britain

    for the protection of these valuable territories that were

    rich in natural resources. This was important to Holland

    (for obvious reasons), but it was also important to the

    Allies to keep Japan from owning these islands. This

    special situation was the reason for the special

    treatment.

    Q: Also, just to clarify: Before being at war with Japan,

    the Brit/ANZAC player can occupy French & Dutch

    territories by moving into them in the non combat

    [movement] phase.

    A: Correct.

    Q: Can Brit/ANZAC planes land in Dutch & French

    territories without first being occupied by their troops?

    A: Yes.

    Q: After the US is in the war, can US planes land on the

    New Hebrides or unoccupied Dutch territories?

    A: Yes, as well as land units.

    Q: If the Brit/ANZAC player(s) want to build a base on a

    thus far unoccupied Dutch or French territory, do they

    first have to occupy that territory?

    A: They must control it first.

    Q part II: Assuming the above is yes, then they can buy a

    base in their purchase units phase, occupy the desired

    territory in their non combat turn (assuming the territory

    hasn't been occupied by either side yet), and place their

    base in the place units phase of that same turn?

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    A: No. You can only place a base in a territory that you've

    controlled since the beginning of your turn.

    Q: Guys could you tell me where in the rulebook you

    found the information that the US can't capture a Dutch

    island? (tell me the page)

    A: Only the UK and ANZAC are given permission to take

    control of uncaptured Dutch territories on page 8. The

    US may capture them from the Japanese, however.

    China Rules

    Q: China wants to "invade and capture" a Chinese

    territory which has previously been captured by Japan,

    but on which there are no Japanese units. Does China do

    this by moving its Troops in during its combat phase

    (even though no actual combat will take place) or during

    the non-combat move?A: During combat movement.

    Q: What is the purpose of including Chinese roundels?

    A: China can control Kwangtung and Burma if they are

    captured by it while India is under Axis control.

    Q: Also, moving allied troops into China provokes war

    with Japan, so does this mean that because America is

    unable to declare war until the end of the 3rd turn that

    planes from the Philippines can't land in any Chinese

    territory? Including one liberated from Japan. LikeKiangsu?

    A: Correct. Unless attacked by Japan before turn 3.

    Q: Can China do noncombat moves into Burma or

    Kwangtung?

    A: Yes.

    Q: If there are no Japanese units in captured territories in

    China, can China place Troops there, ie guerrillas?

    A: No.

    Q: About Chinese deployment: For example, if Chinabought four infantry with 12 IPC, played out its turn.

    Could they put all four infantry in the same territory or

    does it have to spread them out? If so, then how does it

    spread them out?

    A: They can be placed on any Chinese territory under

    Chinese control, including those captured in the current

    turn. There is no limit to the number that may be placed

    in a single territory.

    Q: What are the rules for where Chinese units can

    deploy once purchased? Is this explained anywhere in

    the rulebook?

    A: Yes, it's on page 9: China does not have a capital like

    other countries do. During the game, each new unit can

    be mobilized on any Chinese territory that is controlled

    by China, including those captured in the current turn.

    Order of Play

    1. Purchase and Repair Units2. Combat MoveQ: There is a naval battle with on one side a submarine

    and 2 cruisers and on the other side a destroyer and 2cruisers. The submarine doesn't have its special abilities

    because of the enemy destroyer but if that destroyer is

    sunk does the submarine get back its special abilities for

    the rest of the battle?

    A: Yes.

    Q: Defending subs have the advantage, as only their hits

    are removed from play. Attacking subs hits are placed

    behind the casualty line?

    A: It's not an advantage. It simply allows defending subs

    to return fire if they're hit by attacking subs. Sub Surprise

    Strike casualties are removed before any other units fire.

    Q: There's a naval battle between a submarine and 2

    cruisers against a destroyer and a battleship. The 2

    cruisers make a hit each and the defending battleship

    makes a hit. The attacker removes 1 cruiser the defender

    removes the destroyer and the battleship takes one hit.

    At that moment can the last cruiser retreat and the

    submarine submerge in the fighting sea zone?

    A: No. Subs submerge instead of firing, so they submerge

    at the beginning of a combat round. If the attacker

    retreats, both the cruiser and the sub must retreat, as all

    units must retreat together. The only way for the sub to

    submerge and remain in the sea zone is if the attacker

    continues fighting, then submerges the sub and fires with

    the cruiser. If both the cruiser and the battleship miss,

    the cruiser can then retreat alone. Of course, if either

    one hits, the battle will be over.

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    Q: If Japan attacks a Chinese territory with a U.S. Fighter

    does that constitute an attack against the U.S putting

    them to war?

    A: This can't happen.

    Q: Can that same fighter attack alongside Chinese troops

    before the U.S. is at war?A: See above.

    Q: The US is attempting an [invasion of] Japan, which has

    only fighters defending. The US player sends in a

    battleship, a transport, two fighters, and 2 strategic

    bombers from Guam. Will those strategic bombers

    participate in the sea battle against the Japanese

    fighters? If so, is their attack value 4?

    A: During combat movement the attacker needs to

    decide whether to deploy the bombers on the island or

    the sea around it. After that has been decided (=all

    combat movement done), [then] the defender chooses

    whether to scramble the fighters. You seem to have the

    impression, that the bombers will be able to react to the

    deployment of the fighters, or that you need to clear the

    sea zone before the invasion, and that is not exactly the

    case. The attacker needs to win the sea battle to ensure

    the survival of the invasion forces, but all movement

    onto the island is declared before the sea battle is

    resolved. No matter where the bombers are deployed,

    they will be part of the attacking force, and use their

    attack value of 4. Fighters, whether scrambling or not,

    will use their defense value of 4.

    Q: On J1 the Japanese move their at-start fleet from SZ6

    to SZ36 in anticipation of attacking Sumatra & Java,

    possibly on J2. On B1, the British move their CA to SZ37,

    and their DD to SZ43. If the Japanese do decide to attack

    on J2, then do these two British ships effectively block

    the Japanese from moving through these two SZs?

    A: Yes.

    3. Conduct CombatQ: As the Japan player, can I dedicate all 6 of my

    Kamikaze's in one sea zone on one battle? Or does it

    have to be one Kamikaze per sea zone?

    A: You can use any number. Please note that the rules

    have changed with the latest Alpha+2 set. Kamikaze can

    now be used anytime; the requirement for some specific

    islands to have been invaded has been removed. (They

    still only work in the same sea zones.) The Alpha rules

    have also changed in that kamikaze are now triggered by

    combat(including amphibious assaults) in the kamikaze

    sea zones rather than combat movementinto them.

    Q: The kamikaze rules are a bit unclear (at least to me).

    Does the Japanese player have to "sacrifice" a plastic

    plane already on the board, or are the cardboard

    counters "instant" / temporary planes that conduct the

    kamikaze attack?

    A: Only the tokens are expended for Kamikaze attacks.

    Air units are not destroyed.

    Q: Are kamikaze's active if the Philippines never fall to

    Japan?

    A: No. One of the requisite territories must be captured

    or recaptured by the Allies. If it is never taken by Japan, it

    can't be recaptured by the Allies.

    Q: All that is necessary is for the USA fleet to invade a SZ

    with a kamikaze marker, correct?

    A: Kamikaze must be activated before they can be used.

    They are activated when the Allies capture or re-capture

    the Philippines, the Marianas, Okinawa or Iwo Jima.

    Q: I just want to clarify, is it like this: Turn 1 US Moves

    fleet to Iwo Jima, since no recapture or capture have

    occurred Japan have no Kamikaze attack to use. The US

    takes Iwo Jima and thus activates the kamikaze rule and

    Japan gets its kamikaze markers (but cannot use themthis turn since combat has already occurred. On Turn 2

    Japan cannot use kamikaze markers during their own

    round. This is how I understand it thus far. Then I have

    further alternate scenarios:

    Alt 1. Turn 2 US Moves fleet from Iwo Jima to a no

    kamikaze zone and Japan cant use kamikaze?

    Alt 2. Turn 2 US fleet remains around Iwo Jima. Japan

    cannot use kamikaze since no combat move has been

    done?

    Alt 3. Turn 2 US Moves fleet to Sea of Japan and then

    Japan (Japan have fleet there) can use kamikaze since

    combat move to new?

    Alt 4. Turn 2 US Moves fleet to Sea of Japan and then

    Japan (Japan have no fleet there) can't use kamikaze

    since move is done in non-combat phase?

    Alt 5. Turn 2 US Moves like in alt. 1. Turn 3 Japan moves

    fleet to Iwo Jima but does not take Island. But in turn 3

    US moves back to Iwo Jima (or a new fleet) and Japan can

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    use kamikaze even if Iwo Jima is in US hands?

    Alt 6. Turn 2 US Moves like in alt. 1. Turn 3 Japan does

    not move fleet to Iwo Jima. But in turn 3 US moves back

    to Iwo Jima (or a new fleet) and Japan can't use kamikaze

    since move is done in non-combat phase )and does not

    own island)?Alt 7. Turn 2 US reinforce fleet at Iwo Jima (moves in

    ships) but no combat so no kamikaze attacks? (If

    kamikaze attacks are allowed may Japan target all vessels

    (even those that have not moved))?

    A: You've pretty much got it. Here are a few notes on

    specific scenarios:

    Alt 5 & alt 6: It doesn't matter who currently owns the

    island once kamikaze are activated. They can be used in

    alt 5, but not in alt 6.

    Alt 7: Correct. However, if this were a combat move,

    kamikaze attacks would be allowed against any US ship inthe sea zone, not just the ones that moved in.

    Q: After Kamikazes have been enabled:

    1) Can Japan target ships that are not part of the current

    players units? If the U.S. builds carriers in sea zone 6

    (after their combat phase), could Japan target them on

    China's, UK's, or Anzac's turn? This might come into play

    if Japan has knocked out U.S. carriers forcing their planes

    to land, but the U.S. wants to place new ones in the sea

    zone[assumes Korean factory], allowing Anzac to land on

    them during their noncombat phase in preparation for a

    Japanese pending naval or air assault.

    A: No.

    2) Could Japan Kamikaze-attack U.S. ships on Anzac's

    combat phase?

    A: No.

    3) Can Japan target ships that have not moved that

    current turn?

    A: It depends. If any ships moved into the sea zone to

    attack in the current turn, all ships belonging to that

    power in the sea zone are subject to kamikaze attack,

    whether they moved or not. If no attacking ships movedinto the sea zone in the current turn, any ships already

    there cannot be attacked by kamikaze.

    Q: Ifkamikaze is successfully in ridding of warship and

    there only remain transports, then what happen to

    transport?

    A: It depends. If the transports are alone in the sea zone,

    nothing happens to them and they can go on about their

    business. If they are attacking a sea zone with Japanese

    combat units, they will have to fight one round before

    they can retreat.

    Q: Can someone help me with the rule of the kamikaze?

    I mean how it works?

    A: Japan can't use kamikaze until after they are activated.

    They are activated when an Allied power captures or

    recaptures one or more of the following territories from

    Japan: Philippines, Marianas, Okinawa, and Iwo Jima.

    When they become activated, the Japan player receives

    the six Kamikaze tokens. After any Allied power's Combat

    Move, if that power has moved ships into one or more of

    the sea zones on the map that contains a Kamikaze

    symbol, Japan may declare kamikaze attacks in any of the

    eligible sea zones. Japan must spend one Kamikaze token

    for each attack that he/she wants to make. The number

    of attacks and their targets (surface warships only) must

    be chosen before any dice are rolled. The same ship may

    be the target of more than one attack. Once all of the

    attacks and targets are declared and paid for, a die is

    rolled for each specific attack. For each result of 2 or less,

    a hit is applied to the chosen target. Ships that are sunk

    (undamaged battleships and carriers take two hits) are

    removed immediately and do not participate in any

    combat in the sea zone. If an amphibious assault is being

    made from a sea zone in which a kamikaze attack is

    made, attacking ships will not be able to support the

    assault with offshore bombardment. If the Japan player

    wishes to scramble air units and make kamikaze attacks

    in the same sea zone, scrambling is done first. A

    maximum of six kamikaze attacks can be made during

    the game. Japan cannot attack with fighters in addition

    to a kamikaze attack, as kamikaze attacks occur on Allied

    turns, not on Japan's turn.

    Q: Under "scramble" in the last paragraph the rulebook

    states, "All scrambled air units must return to the island

    from which they were scrambled. If the enemy captures

    that island, the units can move one space to land in a

    friendly territory or on a friendly aircraft carrier. If no

    such landing space is available, the units are lost." Given

    that there is first sea combat and only after it the

    attacker lands units on the island, when is it possible to

    have an air unit scrambled from an island and survive

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    while the island is captured?

    A: That rule is there only to cover an instance in the

    Global game using the optional Research and

    Development rules. If the attacker gains the

    Paratroopers weapons development, he/she could

    potentially attack an island with paratroopers whilesimultaneously attacking by sea, then win the land battle

    and lose the sea battle. The defender losing the island

    while still having scrambled air units can't happen under

    any other circumstances.

    Q: I was reading the last paragraph under Scramble on

    page 14 of the rulebook when I noticed this paradox:

    "Allscrambled air units must return to the island from

    which they were scrambled. If the enemy captures that

    island, the units can move one space to land in a friendly

    territory or on a friendly aircraft carrier. If no such

    landing space is available, the units are lost. Surviving

    scrambled air units are landed during that turn's

    Noncombat Move phase, before the attacker makes any

    movements."(Axis and Allies Rulebook Pacific 1940

    copyright 2009 Wizards of the Coast LLC used without

    consent for the purpose of a public discussion regarding

    the proper use of a commercial product.) Since surviving

    scrambled air units means victory in the sea zone, how

    can the enemy have captured the island, since any

    transports would have been destroyed in the sea zone or

    retreated? Or in the case of an allied land unit getting off

    of a friendly transport, unless the ally wins the sea battle,

    his amphibious assault is canceled. I can only assume

    that scrambled air craft are considered to be an attacker,

    attacking the player attacking the island, meaning they

    can retreat if the battle goes poorly and since air units do

    not move until noncombat for their retreat, then the

    capture rule comes into play. Is that right? Does this

    mean that you can scramble air craft to support a few

    ships, and retreat after the hits are applied to your ships

    {hoping to inflict good hits on the enemy}? Or since you

    are technically defending, any decision to scramblewould be a fight to the death? Is there another way to

    capture the island and still have enemy air units in the

    sea zone that I am missing?

    A: Scrambled air units are defenders. As such, they may

    not retreat. It's true that it's currently impossible for a

    scrambled air unit to survive combat and have their

    island base fall into enemy hands. However, when the

    technology rules are introduced in the global game, this

    will become a possibility. That's why this rule exists.

    Q: Can scrambled air units also participate as

    interceptors in a strategic bombing raid? Ran into this

    problem late in a game where allies had captured

    everything except Japan which still had 5-6 fighters left.

    Allies ships occupied sz 6 and allies had several bombers

    in Korea & Manchuria. The US, on the same turn,

    conducted a raid AND an amphibious assault on Japan. I

    used the fighters to defend in both scenarios. Is this OK?

    A: No, you can't use them for both. Once they scramble

    they are no longer on the island, so you can't use them

    for SBR defense. They don't return to the island until

    after all battles are completed.

    Q: Since the decision to scramble occurs before any

    strategic bombing is done, what happens to the

    scrambled air units if the air base is knocked out by a

    strategic bombing raid?

    A: Nothing. They continue on as normal.

    Q:Can Japan Scramble to stop Anzac landing from U.S.

    transports?

    Scenario 1: On U.S. player's 5th turn non-combat move, a

    fleet [From New Zealand] of 3 transports containing 3

    Anzac Art. and 3 Anzac Inf, 1 Battleship, 1 Destroyer, 4

    Aircraft Carriers [2 US Fighters, 2 US Tactical Bombers, 4

    Anzac Fighters] and 1 Cruiser; moves to Caroline Islands

    empty sea zone. {Japan may not scramble during

    noncombat}.

    Anzac turn 5 combat move is to unload from US

    transports onto Caroline Islands, using 4 Anzac fighters

    from US carriers. {Japan has 1 Infantry, 2-3 Fighters, and

    2-3 Tactical bombers on the island}. Anzac moves from

    New Zealand; 1 Destroyer and 1 Transport {1 infantry, 1

    artillery from Queensland} to also land on Caroline

    Islands. Japan may scramble on Anzac's Combat phase.

    Question: Since allied fleets always defend together,

    does the US fleet protect the Anzac fleet? I realize Japan

    gets to use defense dice for the battle, but I believe

    scramble is considered an attack.

    If Japan may ignore the US fleet, then:

    Scenario 2: As above except, Anzac turn 5 only unloads

    from U.S. transports and sends its carrier fighters to help

    on land. This leaves only U.S. units in the sea zone.

    Japan may scramble on Anzac's Combat phase. Since

    http://www.boardgamegeek.com/thread/513006/can-japan-scramble-to-stop-anzac-landing-from-u-shttp://www.boardgamegeek.com/thread/513006/can-japan-scramble-to-stop-anzac-landing-from-u-shttp://www.boardgamegeek.com/thread/513006/can-japan-scramble-to-stop-anzac-landing-from-u-shttp://www.boardgamegeek.com/thread/513006/can-japan-scramble-to-stop-anzac-landing-from-u-shttp://www.boardgamegeek.com/thread/513006/can-japan-scramble-to-stop-anzac-landing-from-u-shttp://www.boardgamegeek.com/thread/513006/can-japan-scramble-to-stop-anzac-landing-from-u-shttp://www.boardgamegeek.com/thread/513006/can-japan-scramble-to-stop-anzac-landing-from-u-s
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    there are no Anzac units in the sea zone, what can Japan

    "attack"? The U.S. fleet? Just the US transports? Or can

    they not attack anything since the U.S. is not the active

    player. This is only an issue if the allies do not defend

    together from the Scramble attack. Sorry, I understand

    the air bases add flavor to the game, but themultinational forces aspect to the game can lead to some

    rules gray areas. Especially when tested by creative play

    testing that seeks to push the limits of the rules.

    A: Scrambling is a defensive action. Since it is ANZAC's

    turn, ANZAC is the attacker and Japan is the defender.

    The US forces will not participate in any way, as it is not

    the US's turn. If Japan chooses to scramble, its air units

    will defend against any ANZAC air and/or sea units

    attacking the sea zone. The attacking units must clear

    Japan's scrambled air units before the amphibious

    assault can proceed. If there are no attacking units,Japan's scrambled units will simply prevent the

    amphibious assault, as it will be impossible for ANZAC to

    clear them. In any case, the US ships and/or planes in the

    sea zone will not participate. Whenever there are units

    friendly to the attacker but belonging to another power

    in a contested sea zone, they don't participate in combat.

    If the US is not at war, ANZAC units can't load onto its

    transports at all.

    Other: However, the Japanese could scramble on

    America's turn when the Americans arrived. So if the

    above player moved ANZAC material with their ships,Japan could scramble against their ships when entering

    the sea zone, even laden with allied units.

    Reply: Not in this situation. The US ships arrived in

    noncombat movement, so Japan would be unable to

    scramble.

    Other: If this does not kill the infantry's transports, it

    seems that they should be able to offload. They

    "survived" the naval battle even though it took place on

    America's turn.

    Reply: Even assuming that the US ships moved in combat

    movement to clear Japanese ships from the sea zone,anything that happens on ANZAC's turn is a separate

    battle, so Japan would be eligible to scramble again.

    Q: I thought there had to be a naval battle for there to be

    scramble. Since no naval battle no ability to scramble

    into sea zone.

    A: Nope, any kind of attack will do.

    Follow up question. Let's say the defender has only

    transports or no naval units in the sea zone surrounding

    the island. Does the attacker have to allocate both their

    attack in the sea zone and the island or does the

    defender have to declare he is going to scramble and

    with which air units? We had this situation come upseveral times over fighting for the Caroline Islands last

    night and it just seemed odd that the defender could sit

    back and see what the attacker was going to do before

    they scrambled (or not).

    A2: The attacker must allocate units to both the sea zone

    and the island before the defender scrambles if there is

    an airbase and eligible air units on the island. They may

    scramble to cause a sea battle even if there wouldn't be

    one otherwise.

    Q: If a fleet is surrounding an island (in its sea zone) and

    is either joined by transports for an amphibious assault

    (or maybe the transports were there already) can the

    fighters scramble? I'd assume so, but in the bracketed

    example there is technically no movement, or does

    declaring an amphibious assault (even without moving)

    count as a movement for this purpose?

    A: Movement is not required, only an attack is required.

    Q: Is it allowed to scramble with British/ANZAC fighters if

    an US Fleet (positioned in a sea zone, containing an

    island with airbase and fighters on it) is attacked by

    Japanese forces? Can fighters support the fleets of

    another allied nation? (US-ANZAC, British-US, ANZAC-

    British)?

    A: Yes, they can.

    Q: Defending fighters and tactical bombers (strategic

    bombers cannot scramble) located on islands that have

    operative airbases can be scrambled to defend against

    attacks in the sea zones surrounding those islands. These

    air units can join otherfriendlyunits in the sea zone or be

    the onlyfriendlyunits there?

    A: Friendly units are those belonging either to you or to

    your ally.

    Q: When air units scramble from an air base to defend an

    adjacent sea zone does this negate the ability of the

    naval units in the sea zone to conduct bombardments?

    Here's the scenario. The US (me) had a large naval force

    (including 4 battleships and 2 cruisers) off of the coast of

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    Japan. My cheap strategy was to invade with one infantry

    and have the bombardment cause casualties. Japan (my

    son) scrambled a single fighter and said that that negated

    the naval bombardment because the ships had to defend

    against the fighter.

    A: Yes, it does. Also, the number of ships that maybombard is limited to the number of land units that are

    attacking amphibiously.

    Q: If I'm reading the rules right, Fighter/Tac Bombers can

    only scramble from Islands with an airbase and NOT

    coastal territories with an airbase. Is this correct?

    A: Correct

    Q: If a fighter scrambles from an island (not Japan), and

    its island base is subsequently captured by the enemy

    force, the rules say that fighter can move 1 space to land,

    (ignore the landing on a carrier option which is clear to

    me). I just wanted to clarify what it means by move 1

    space. Does it mean, for example, that the fighter can

    move to an adjacent sea space and land in a friendly

    island in that space?

    A: No, that would be two spaces. It would have to land

    on a carrier in the adjacent sea zone.

    Q: Example: Say Japan has control of Kiangsi Territory.

    Japans Fighters on Formosa scramble to defend against

    an Amphibious Landing in SZ20. Formosa is taken by the

    allies, any surviving scrambled fighters could land inKiangsi.

    A: Yes, or on a friendly carrier in sea zone 19, 21, 35 or

    36.

    Q: Can Japan (not at war with UK) sail through UK ships

    then attack UK in the following sea zone? When during a

    players turn do they declare war?

    A1: No, this is not permitted unless the Japanese fleet

    consists of subs solely and the first UK fleet doesn't

    include a destroyer!

    A2: Japan has to declare war upon an enemy at the startof the combat movement phase. So a state of war exists

    at the start of the combat movement phase and

    therefore Japan is not permitted to sail through an

    enemy sea zone without combat.

    Q: Other than making the owning player repair on their

    turn, except for Japan, what is the purpose ofstrategic

    bombing an air base or naval base? It appears to only be

    an economic issue, since [damaged] facilities work as

    soon as they are repaired. Outside of the U.S. knocking

    out Japan's air field to prevent a Japanese scramble when

    Anzac unloads from U.S. transports; every other player

    has the chance to repair their air base before Japan canexploit the damage, it seems. Is the intent of the order of

    combat to just make the allied player spend money, since

    they can just repair any damage before Japan can exploit

    the damage?

    A: That's true; it is an economic issue for the Allies. Of

    course, the owner of the damaged base must decide how

    his/her funds are best used.

    Q: I have an ANZAC Sub in an IPC sea zone of Japan. Then

    a destroyer is built, what happens? Immediate combat at

    the time it is built? Or do you wait until ANZAC's turn?

    A: You wait.

    Q: Can submarines see each other? Can they kill each

    other?

    A: Destroyers are only required for air units to hit subs.

    All sea units can hit subs normally. In a sub-on-sub battle,

    both subs will get a Surprise Strike, as neither side has a

    destroyer to cancel it. This means that either sub may

    submerge at the beginning of any round of combat,

    before anyfiring is done. As a result, the defending sub

    may be attacked only if it wants to be. It also means that

    fire is simultaneous, so the defender will return fire even

    if it is hit. This also goes for Global and Alpha

    Q: Situation: 4 Japanese Fighters on the Caroline Islands.

    The Americans move in transports & surface warships to

    invade. Since the fighters may choose to come "out" and

    defend the surrounding sea zone (air base), 3 American

    bombers along with several fighters are committed to

    the surrounding sea zone to attack the fighters if they

    choose to defend the sea zone. If this happens, the

    bombers will be attacking the defending fighters at 4 or

    less, and the defending fighters will be defending at 4 or

    less too. This is correct, isn't it? Just an odd situation

    we've never had before, and we wanted to clarify.

    A: Yes, thats correct.

    Q:Confused About Submarine Surprise Attack

    3 Japanese subs attack:

    1 US Cruiser

    http://www.boardgamegeek.com/thread/574582/confused-about-submarine-surprise-attackhttp://www.boardgamegeek.com/thread/574582/confused-about-submarine-surprise-attackhttp://www.boardgamegeek.com/thread/574582/confused-about-submarine-surprise-attackhttp://www.boardgamegeek.com/thread/574582/confused-about-submarine-surprise-attackhttp://www.boardgamegeek.com/thread/574582/confused-about-submarine-surprise-attack
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    1 US Battleship

    2 US Carriers

    1 US Transport

    Japan wants to 'surprise attack' the US fleet. Japan rolls

    three times (1 for each sub) and gets two hits.

    US takes one hit on Cruiser; it is removed from the gamewith no defensive roll. US takes one hit on Battleship,

    and ???? OK, what happens now?

    1) Do the Battleship & Carriers all do defensive rolls?

    A: yes, they do. The two carriers have two dice to roll,

    one each, success on two or less, and the BB roll one die,

    success on four or less. Any surviving subs can roll again

    or submerge (battle ends). If all the warships are sunk, so

    is the transport. Any planes on the carriers (if they are

    sunk), have one move to land, and can't fight the subs

    (no destroyer present).

    2) Does just the Battleship get a defensive roll because itwas hit once?

    A: See above.

    3) Are there no defensive rolls at all? (In which case just

    the fact that the subs showed up in the SZ means

    everything is sunk?)

    A: See above.

    Q: This took place in the Pacific theater today, and it is

    pretty confusing: In sea zone 43, which is surrounding

    Borneo, there was a small Japanese fleet that consisted

    of, 2 carriers (each with a fighter and tactical bomber), a

    sub, and a destroyer. Borneo was still controlled by the

    UK. From Burma, the UK sent in 4 fighters and a tactical

    bomber expecting to land in Borneo after the battle, plus

    a battleship, a cruiser, and a destroyer from sea zone 42.

    All 3s and 4s hit but destroyer missed. My opponent

    decided to take 4 hits on his Carriers, 1 on a sub, another

    on a destroyer, and the last one on a tactical bomber. He

    got below average rolling only 3 hits: one absorbed by

    my battleship and the other 2 sank my cruiser and

    destroyer. My response to this was to simply retreat and

    let the defending planes be lost at sea. My planes couldonly land on Borneo because they only had one more

    space for movement, and my battleship simply moved

    back to sea zone 42. My opponent argued that this could

    not happen for 2 reasons: 1. The rules say all retreating

    units must retreat to the same zone and one of them has

    to be from where a unit originally came, but that can't be

    right because planes can't retreat into sea without a

    carrier and boats can't retreat into land; 2. In a real war,

    defending planes would have pursued the British planes

    landing in Borneo because they both have the same

    amount of gas (each plane can move 1 space at this

    time). I couldn't find anything in the rules that stated this

    in any way. So what should the solution to this be?A: The situation is explicitly covered in the rules on Page

    17 under "Condition B - Attacker retreats." In short, Land

    and Sea units have to retreat to a space at least one unit

    came from. The attacker's air units remain in the space

    temporarily and then use a non-combat move to land

    "using the same rules as an air unit involved in a

    successful battle." So basically you were right. Your

    opponent should never have taken all his hits on the

    carriers. That was a tactical error and he would, indeed,

    lose all his planes.

    Q: Oh by the way, I argued for a partial retreat, just likeyou can do in an amphibious assault with planes. So I

    would leave the battleship as a distraction for the

    Japanese planes, while my British planes would scurry

    away to the Island. Could that be any solution? What

    should I do?

    A: Outside of the specific exception indicated for

    amphibious assaults, partial retreats are never allowed.

    Q: Rules for Retreating: please help. This applies to both

    land and sea encounters.

    ex: 1 DD from Hawaii attacks another DD from Japan(there are 0 planes to scramble, and Hawaii DD has used

    all 3 mvmt. points). After 1 rnd of combat where neither

    DD is killed, the US decides to retreat, but its DD has

    already used all mvmt. pts. What to do?

    A: Movement when retreating is completely separate

    from moving during the combat phase. Any and all units

    can move their full movement and still retreat. Page 17,

    Condition B-Attacker Retreats: Move all attacking land

    and sea units in that combat that are on the battle strip

    to a single adjacent friendly space from which at least

    one of the attacking land or sea units moved. In the caseof sea units, that space must have been friendly at the

    start of the turn. All such units must retreat together to

    the same territory or sea zone, regardless of where they

    came from. Retreating air units remain in the contested

    space temporarily. They complete their retreat

    movement during the Noncombat Move phase using the

    same rules as air units involved in a successful battle.

    http://www.boardgamegeek.com/thread/516835/rules-for-retreating-please-helphttp://www.boardgamegeek.com/thread/516835/rules-for-retreating-please-helphttp://www.boardgamegeek.com/thread/516835/rules-for-retreating-please-helphttp://www.boardgamegeek.com/thread/516835/rules-for-retreating-please-helphttp://www.boardgamegeek.com/thread/516835/rules-for-retreating-please-help
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    Units that have used their entire movement allowance in

    combat movement may still retreat, as there is nothing in

    the rules that prohibits them from doing so. However, air

    units that do so (at sea only) will be lost, since no carrier

    will be available to retrieve them.

    Q: But retreat is still unclear.Do they get to move to a non-adjacent sea zone if that's

    where they came from, or do they just move to any

    adjacent sea zone even though that's not where they

    came from?

    A: It must be adjacent, it must be friendly, and it must be

    a space from which at least one of the attacking land or

    sea units moved. It your example, the destroyer moving

    from Hawaii starts in sea zone 26, moves into sea zone

    25, then into sea zone 16, and ends in sea zone 6. Sea

    zone 16 is the only place it may retreat, since it is the

    only friendly space adjacent to sea zone 6 from which atleast one of the attacking land or sea units moved.

    Q: I have a question regarding the Carrier damage rules.

    The rules state that if a carrier is damaged in battle, any

    surviving planes being transported by the damaged

    carrier must find an alternative landing space. The rules

    give you a range of 1 space to find a friendly place to

    land. So I guess my question is, if you attack an enemy

    fleet and one or more of your carriers are damaged and

    the associated planes cannot reach a safe place to land,

    are they destroyed? This means that unless you are

    attacking a sea zone with a friendly island or coastal

    region, your planes will be destroyed if you use your

    carriers to absorb hits. If this is correct, the attacker is at

    a complete disadvantage, not being able to use the

    carriers as hits, while the defender is most likely to be

    defending an island or coastal region which they own,

    enabling them to take the hits and still land their planes

    safely. Again, I'm not sure if I am interpreting the rules

    correctly, but I always thought the navy that found the

    enemy first had the advantage and not the other way

    around. Is this correct? What am I missing here?A: First, let me say that the rule you referenced applies to

    defending carriers and air units only. Attacking air units

    have whatever movement they did not use getting to the

    battle to find a place to land after it's over. Yes,

    defending carriers have an advantage, but only if they

    are close to home and the attacker has moved out of

    range of supporting islands and territories. This makes it

    important to establish forward positions to support your

    planes with island bases.

    4. Noncombat MoveQ: Where units can move... any friendly territory. Might

    sound like a really basic question, but does this mean

    ANY territory? Is non-combat movement limited to the

    usual 1 or 2 move allowance, or is it unlimited? And, does

    the movement path have to be traced through friendly

    territories. Or are units just picked up and plunked

    anywhere you like, even if the territory is cut off?

    A: The units are limited to their movement range. Land

    and sea units may only move into or through friendly

    territories or sea zones (except subs, which may also

    move into or through hostile sea zones). Air units may

    move through any space, but must end their movement

    in a friendly territory or on a friendly carrier.

    Q: Can you pick-up, transport and offload troops to a

    friendly territory during the Non-Combat Move phase?

    Alternatively, can you load and move troops to a sea

    zone and not unload?

    A: Yes to both

    Q: Just to clarify: Japan may move through UK, US and

    Anzac ships before declaring war on them, right? And the

    same is true with the Allies ships sailing through

    Japanese fleets before any DOW.A: Yes.

    Q: Can U.S. Naval ships move into sea zones containing

    Dutch islandsbefore the U.S. is at war?

    A: Yes.

    Q: Can Japan move naval ships into sea zones containing

    U.S. ships before the U.S. is at war? If so, does this

    constitute an attack putting the U.S. to war?

    A: Yes, no.

    Q: Before the U.S. is at war, can they move the fighterfrom the Philippines Islands over British controlled

    territories to land in China?

    A: No. A power can't move units into a territory

    belonging to another power unless it's at war.

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    6. Collect IncomeQ: Convoy still puzzles me. First question: Does it work

    when your warships are in the convoy SZ but they're no

    enemy warships? (Granted that the territory is adjacent

    to one of your own)

    A: Only Enemy ships affect the convoy zone. So if the

    territory right next to it was owned by Britain, and there

    was a Japanese submarine and Battleship there, Britain

    would lose IPC on its turn.

    Q: Second question: When your warships are "On

    station", do they or do they not engage in combat with

    the enemy warships?

    A: Yes, they still are engaged in combat by enemy ships

    as long as they could be attacked via the rules. (A

    submarine can avoid or withdraw...unless they have a

    destroyer).

    Q: Third question: When would you remove the IPC's of

    the affected country?

    A: When the affected country gets IPC's, they get less

    IPC's if they have enemy ships in the adjoining convoy

    zones.

    Q: What is the point ofconvoys? How is it played in this

    game?

    A: You may reduce an enemy power's income by having

    warships (especially subs) in convoy zones that are

    adjacent to territories he/she controls during his/her

    Collect Income phase. See page 20 of the Rulebook.

    Q: As the allies, I carelessly found myself low on

    destroyers in the DEI region of the board, with a

    Japanese submarine parked off the Malay Peninsula (sea

    zone 37). It took the UK income down by 2, as the UK had

    control of Shan state and Malaya. (2 subs would have

    been 4...) THEN, it took the ANZAC player income down

    by one, as ANZAC controlled Siam. QUESTION: I assume a

    Japanese convoy attacks can do this, the same ship

    inflicting losses on multiple allied player turns? I assume

    in sea zone 20, a Japanese ship would do triple duty if

    Kiangsi were liberated and Formosa was US occupied

    (and H.K. in UK hands)? Something like this is possible in

    sea zone 36 as well, while the potential losses to the

    allies in sea zone 19 would be up to 9 for china and only

    1 to the occupier of Okinawa . . .

    A: Yes, it's true.

    Follow-up: But China is not subject to convoy attacks . . .

    but Japanese occupied china is ? Is it the nation/power

    [or] the territory?

    Reply: Yes, that's correct. China is not subject to convoy

    disruption, but Japan is subject to disruption in Chinese

    territories.

    Q: If a territory touches two separate sea zones (in my

    case there are Japanese fleets off the east and west

    coasts of Shan state) can both zones be disrupted and

    count Shan State each time? Meaning even though Shan

    State is worth 1 ipc, it is technically being hit up for 2.

    A: Yes.

    Q: I read the rules on page 20 and I read the official FAQ,

    but I still don't get the convoy-rules. You have a warship

    or sub in a sea zone with a convoy symbol. What

    happens now? For each warship you destroy 1 IPC, for

    each sub 2 IPCs. Ok. But who loses them? One enemy

    with a territory adjacent? Every enemy with a Territory

    adjacent? Every enemy for each territory adjacent? Let's

    say there is a sea zone with a sub and there are four

    territories adjacent. One belongs to enemy A, three to

    enemy B. All territories deliver 1 IPC to their owners.

    What happens? Who loses how many IPCs?

    A: On your turn, before you collect income, you check to

    see if there are any warships belonging to powers with

    which you're at war in any convoy sea zones that are

    adjacent to territories that you control. If there are, each

    of these warships subtracts one IPC (two if it's a sub)

    from your income for the turn. However, the number of

    IPCs that can be deducted by ships in one sea zone is

    limited to the total of the IPC values of the adjacent

    territories that you control. For example, if you control

    two territories that are worth 1 and 3 IPCs and there are

    five enemy destroyers in the sea zone that touches both

    of them, you will lose 4 IPCs (one for each destroyer,

    capped at the total worth of your adjacent territories). In

    your example, the sub would cost enemy power A 1 IPC

    (2 for the sub, capped at 1) and enemy power B 2 IPCs (2

    for the sub, capped at 3). This loss would be deducted

    from those powers' IPC incomes on their respective

    turns, assuming the sub is still in the sea zone at that

    time.

    Q: In our game last night we had a situation involving a

    sub disrupting a convoy around Japan . A US sub was on

    station, disrupting in the Japan Sea Zone, Japan sent in a

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    cruiser to kill it, so I said: "Hang on! I wonder what

    happens if I submerge before the fight?" and my boy

    says: "Well if you do, do you still disrupt my convoys?" So

    I looked it up and my interpretation of the rules is that it

    still does. To me a submerged sub can kill a merchant

    ship as well as a surfaced one, but submerged ships areout of a regular fight, so maybe not? What is the rule on

    this? We decided that I would submerge before the fight

    and still disrupt so he used the cruiser elsewhere.

    A: You played it correctly. Submerged subs resurface

    immediately after the battle, so submerging has no

    impact on convoy disruption.

    Q: How would you convoy attack against IPCs that never

    leave the zone? The convoy may be from Mexico to the

    USA, nothing is leaving the USA since you cannot build

    anywhere else.

    A: The idea is that you are disrupting both shipping that

    is coming into the territory from outlying territories and

    intra-territory coastal shipping.

    Q; Does, Japan start with 26 IPC, mean that on turn 1,

    Phase 1, Japan can order 26 cost worth of units? Or is

    nothing ordered, and Japan has to wait until Phase 6

    (Collect Income) before getting 26 IPC?

    A: You start the game with money. You can spend that

    money on turn 1. You will place the units you bought on

    the board at the end of your turn.

    Q: Convoy disruptions - so this happens in the collect

    income phase. Im not completely sure I understand this

    rule. Im Japan and it's my turn. There are warships in sea

    zone 20 (Formosa) so what does that mean? - Can

    someone give me an example of when convoy

    disruptions will take place?

    A: If you control any territories that are adjacent to sea

    zone 20 (including islands in it), you have one IPC

    subtracted from your income per enemy warship in the

    sea zone (2 for each sub). This amount is capped at the

    maximum value of the total IPC values of the adjacent

    territories you own. For example, you could lose up to 5

    IPCs from sea zone 20 if you control Formosa, Kwangtung

    and Kiangsi. If you only control Formosa, you can only

    lose 1 IPC.

    Q: And by lose IPC, we mean do not collect income,

    right?

    A: Correct. Your income is reduced. It's also worth noting

    that China is not subject to convoy raids.

    Q: Similarly, if USA is in wartime economy and has not

    taken the Philippines from Japan, and none of its land is t

    conquered, we count USA's IPC as 62. Am I correct?

    A: Yes, 17 for territory income and 45 for National

    Objective income.

    Q: We have issues with when USA comes into the war,

    the rule book says Turn, but that cant be right, we

    played before when Russia and America both enter the

    war in turn 4 and that makes sense.

    A: USA enters the war on the collect income phase of the

    third turn but can't do combat moves until the fourth. Of

    course if no one attacked it first.

    Q: We are still unclear about the USA Bonus Income of40 units it receives when entering the war in the combat

    phase of Round 3. Our understanding is that this money

    becomes available during turn 3 but cannot be spent till

    turn 4. Is this correct?

    A: The bonus IPCs are earned in the Collect Income

    phase, so they may not be spent until the next turn.

    Q: In the political situation section, it states that the US

    economy goes "immediately" up 40 IPCs when the US

    enters the war. In the national objectives section, it

    sounds as if this extra 40 IPCs for western USA getscollected by the US during their collect income phase of

    the first turn in which the US enters the war.

    A: That's correct. These IPCs will be collected starting in

    the first US turn following a Japanese attack that leads to

    war or in the US' third turn, whichever comes first.

    Q: The question is this: If the Japanese attack the Allies

    and bring the US into the war during the Japanese turn,

    at the top of the order, do the US IPCs go "immediately"

    up 40, making them available to be spent during the

    purchase units phase of the US turn? Or does the US only

    collect this income in their collect income phase,

    meaning that it won't be until the following US turn

    before it is able to be spent?

    A: The US' income goes up immediately, not its on-hand

    IPCs. The IPCs are only collected during the Collect

    Income phase of the US turn and it will be available to

    spend in the following turn.

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    Q: The US earns 22 IPCs from Turn 1 (rather than 17)

    since they hold the Philippines - correct?

    A: Yes.

    Q: Does the USA receive its additional 40 IPCs once Japan

    attacks or declares war on allies before its purchase units

    stage the first turn after Japans aggression, or does it

    collect the additional 40IPC's during the collect income

    stage of the USA first turn after Japans declaration of

    war against allies. The rule s state that USA collects 40$

    immediately after war is declared on allies by Japan, as

    this 40$ is not national objective but is 100% related to

    USA generated income not sure whether USA gets to use

    40 bucks immediately to purchase units that first

    purchase units stage after japans attack.

    A: The US bonus income for being at war is a National

    Objective style income. It is treated like all other NO

    bonus income which means: 1.) It is collected during the

    Collect Income phase. As such you do not gain the 40

    IPCs "immediately" when war is declared. You can collect

    it on turn 1, if Japan attacks on the first turn, but only

    AFTER you have purchased units for that turn. At the

    latest (if Japan hasn't declared war by then) you will be

    collecting it at the end of the 3rd turn, meaning you can

    spend it in turn 4.

    2.) Japan does NOT get the extra 40 IPCs for controlling

    the Western US.

    A2: The bonus 40 IPC has been explained as a national

    objective, so it is collected during the income phase, and

    does not modify the actual 10 IPC value of the territory.

    The 50 misprint is especially confusing when considering

    convoy attacks, as 10+2 is the maximum IPC income

    deduction that the USA can suffer on the west coast.

    Japan taking over entire map (except the western US)

    and parking a 25 ship armada off the west coast, the US

    income would be 40.

    Q: Is the extra 40 IPC part of the territory value, or is it a

    USA National Objective bonus? Meaning, if Japan takes

    western USA does Japan get an extra 10 ipc's or 50? And

    if the territory is actually worth 50, why does the

    production chart only go to 48?

    A: It's a National Objective. Japan would not get the IPCs.

    Follow-up: Does this also mean that convoy attacks by

    Japan on this territory cannot ever cost the USA more

    than 10? The fact that the 50 is printed on the map

    makes this a bit confusing. Though it now sounds like 10

    is the max and the 40 is untouchable.

    Reply: Actually it's 12, since Mexico also touches the sea

    zone.

    Q: For the second ANZAC N.O.; just for clarification, do

    ANZAC forces have to occupy the originally owned

    Japanese island or territory, or do they "get paid" ifany

    Allied force fulfils this N.O., as was the case with the

    British N.O. from AA50?

    A: It must be ANZAC forces. However, ANZAC doesn't

    have to capture the territory - it just has to occupyit. This

    means that it can either capture the territory itself or

    move units into a Japanese territory that's already been

    captured by either the UK or the US.

    Q: This also says (one time), so 5 IPCs, one turn, and

    that's it, right?

    A: Right.

    Q: I would like some precisions on the following rule (p.

    21): ANZAC - Gain 5 IPCs (one time) for occupying any

    island or territory originally Japanese. For example: The

    player ANZAC takes the MARSHALL ISLANDS he will

    receive 5 IPC. If in the following tour he takes CAROLINE

    ISLANDS, will he receive another 5 IPC?

    A: No. The bonus is awarded only once per game. Also

    note that ANZAC only needs to occupyan original

    Japanese territory (one with a Japanese symbol printed

    on it), not capture it. So, for example, if the US captures

    the Caroline Islands, then ANZAC moves units there to

    reinforce them, ANZAC will get the bonus.

    Q: Are National Objectives collected by countries before

    they are "at war"? For example, do the Americans collect

    5 IPCs in the Collect Income phase on the opening turns

    if not yet at war with Japan?

    A: Yes, unless the individual objective specifically states

    otherwise. The US Philippines NO does not require the

    US to be at war, but the wartime economy NO does.

    Q: Does ANZAC collect the 5 IPCs for taking over an

    orange Japanese territory once per game or once per

    turn? I was not sure if the "one time" referred to per

    game or per turn.

    A: Once per game. Actually, ANZAC doesn't have to

    capture a Japanese territory - it just has to occupyit.

    Another Allied power could have captured the territory

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    before the ANZAC forces arrived.

    Q: What if the territory is recaptured by Japan and

    ANZAC no longer occupies any of their territories? Does

    this mean the +5 bonus is "recharged" in a sense so that

    it can be used again?

    A: No.

    Q: If, say, Aussies lose their Capital, do they also lose

    their money?

    A: Yes. Japan gets it.

    Q: I'm a little confused about what "control (not the

    Dutch)" means in referring to the eventual (hopeful?)

    allied control of Dutch New Guinea, New Guinea, New

    Britain, & Solomon Islands. In order to get the bonus +5

    IPC, what -- at minimum -- needs to occur?

    A: It means that each of the territories must be under the

    control of an Allied power. The Dutch don't count for this

    purpose because they aren't a power in the game. Once

    a territory is captured (or still under original control), it is

    not necessary to leave units in it n order to maintain

    control. Since New Guinea, New Britain and the Solomon

    Islands begin the game under ANZAC control; either

    ANZAC or UK simply needs to move a land unit into

    Dutch New Guinea in noncombat movement to take

    guardianship of it in order for ANZAC to earn the

    objective. Of course, if any of these territories have been

    taken by Japan, they must be recaptured.

    Q: If the UK and/or ANZAC occupy either the Dutch or

    French territories do they gain the IPC value of the

    territories? Or are they merely in friendly territory?

    A: UK or ANZAC may take control of Dutch territories

    while they are still Dutch by moving land units into them

    in noncombat movement. They may not take control of

    French territories in the same way. They may take either

    Dutch or French territories by capturing them from

    Japan.

    Q: Do you gain IPCs for taking over Neutrals? In thePacific game that would be Mongolia. I know the

    numbers by the soldiers in each area represent how

    many units defend when invaded but do they also

    represent the IPCs? They aren't circled like IPCs in non-

    neutral areas, so the question came up.

    A: IPC values are always in circles. If a neutral territory

    both has an army and is worth IPCs, it will have two

    numbers on it. There are no neutral territories that have

    IPC values in Pacific, but there are some in Europe.

    Q: Bonus Income; in round 1 does the US collect 5 more

    IPCs for having the Philippines still in their control 17/22?

    And the same for the UK for Malaya & Kwangtung?

    A: Yes.

    Q: Can one 'store' excess IPCs from one turn to the next

    (the IPCs can't be used because one does not have

    enough industrial complexes to distribute all units during

    one turn)? I am assuming that you can only use those

    IPCs generated for that turn and any excess can't be

    'stored' for the next turn. Another way to ask, if you only

    have two major industrial complexes for your side (so

    you can mobilize units up to a total of 20 IPCs) and your

    country has an IPC of 26, I assume you can't save those

    extra 6 IPCs for the next turn when you may have enough

    industrial complexes to mobilize all of your units that

    total 26.

    A: You can 'save' IPC's for the next turn, they are not lost

    if you don't use them on a turn. You can produce up to

    10 unitsper Major IC, and 3 units per Minor IC.

    Q: Is it possible for a player to still collect income, but

    not be able to build anything (no factories)?

    A: No. You can't collect income if you don't have your

    capital. If you have your capital, you have a factory. The

    capitals are Western United States (USA), India (UnitedKingdom), New South Wales (ANZAC), and Japan (Japan).

    Winning the Game

    Q: For the Japanese to win, do they need to hold their 6

    objectives at the end of theirphase, or till the end of the

    game turn?

    A: They need to hold them at the end of the round,

    which occurs at the end of ANZAC's turn.

    Unit Profiles

    Q: Is it legal or not to build a minor Industrial Complex

    on the Philippines or not?

    A: You can't build a complex on islands, so its not legal.

    Q: Can you place a minor IC on an island?

    A: ICs may not be placed on islands. Japan is an

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    Q: I did not see "bridging" anywhere in this rule book, if

    it is allowed how many 'bridges' can you make?

    A: It's on page 31. Bridging simply refers to moving units

    with a transport without moving the transport itself. It

    moves within the same sea zone. The capacity of the

    transport still cannot be exceeded.

    Q: Can you move 8 inf from Japan to Korea on a single

    turn, or just 4?

    A: It depends on how many transports you have. One

    transport can move 2 infantry in one turn.

    Q: Does this also hold true for Sea Zone 110?

    A: Its true everywhere.

    Q: The rules say something about for each fighter you

    have, one tacticalbomber will improve its attack by one.

    The same is true with tanks when you have tactical

    bombers. So, if someone has 6 tanks, 6 fighters and 6

    tactical bombers will all the tanks and tactical bombers

    get the attack bonus? Or would they need 12 tactical

    bombers (6 for the tanks and another 6 for the fighters)?

    A: The tanks don't getthe attack bonus, but their

    presence ensures it for the tactical bombers as fighters

    do. In other words each tactical bomber needs to be

    paired with a fighter OR a tank to get the bonus.

    Q: If I'm right, for what I remember, in the Europe

    version, it says that countries not at war can't use

    friendly naval and Airbases. Would this also go for thePacific? In other words, America would not be able to use

    the naval base and Airbase in Queensland until they are

    at war. Is this correct?

    A: Yes. The US is not one of the Allies until it goes to war

    and so cannot place troops in Allied territory.

    Q: Does a warship need to have a combat attack value?

    Specifically, can I count my 0 attack value, half-sunk,

    plane-less carrier in the fleet convoy attack calculation?

    A: Yes, it counts. It counts. Remember that the token

    does not really represent a lone air craft carrier, but alsoall of its supporting ships. The main reason to send it in is

    if you wanted to apply a hit to that unit instead of

    another.

    Q: With his aircraft was busy attacking the island itself,

    my opponent wanted to use his aircraft carrier itself to

    destroy the enemy transport next to the island he was

    invading. Carriers have no combat dice, but they are

    considered a surface warship, and they may be sent into

    combat to take hits. Following the rule in the back of the

    rulebook under the transport section, it mentioned that

    if a transport is ever alone with an enemy surface

    warship, it would be destroyed. Using that as a basis forthe decision, we agreed that a carrier could destroy a

    transport by itself. Were we right?

    A: Attacking aircraft carriers alone can't destroy

    transports, as they have no attack value. The purpose of

    the defenseless transport rule is to skip useless dice

    rolling that will end in an inevitable result. Since carriers

    have no attack value, they will never succeed in hitting

    the transports.

    Q: If a transport is 1 SZ away from a naval base, moves to

    the base, can it move 1 or 2 SZs?

    A: One.

    Q: If there is a defending sub in a SZ and an attacking

    task force with destroyers in it:

    1 Does the whole task force pass through ?

    2 Does the whole task force do battle with the sub?

    3 Do only the destroyers have to do battle?

    A: Any or all of the ships, destroyers or not, may continue

    moving, stop and attack the sub, or stop and not attack

    the sub. They don't all have to do the same thing.

    Q: If a task force was on the way to an amphibiousassault with [an enemy] sub in the SZ can a

    bombardment take place?

    A: They can either ignore the sub and bombard or attack

    the sub and not bombard.

    Q: If for example, I have a transport in sea zone 6 and it's

    my combat move I pick up 2 infantry from Japan and load

    them, then I move to zone 21 and put 1 infantry on

    Guam, can I then continue 1 more sea zone to 35 (my

    naval base allows me) and put the other infantry on the

    Philippines or do I have to put both on Guam or thePhilippines?

    A: Once a transport drops off a piece, its move is over,

    even if it still has a second piece on board and has only

    moved one area so far. Drop off = end of turn for

    transport.

    Q: Is this rule the same for noncombat movement? I

    mean, is it end of its turn also in noncombat movement

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    when transport unloads or can it unload one unit at two

    different places during noncombat move phase?

    A: Yes. You can't do it in noncombat move either. You

    may unload 1 or 2 units to the same zone, but as above,

    once you do so, the transports turn is over. Also, you

    may not drop one off during combat and then 1 moreduring noncombat. You would choose which phase to

    drop the units.

    Q: What is the consequence of battle damage to

    battleship? Damaged carriers have their flight operations

    suspended until repaired at naval bases, but I found no

    reference for the battleships. Can damaged battleships

    move and fight normally with the exception that they

    sink after the first hit?

    A: Yes, that's the way it works. Other than having only

    one hit remaining, damaged battleships operate

    normally.

    Q: Mech infantry can move 2 spaces without tank?

    A: Yes, as long as they aren't blitzing.

    Q: I don't have a manual so please instruct me how Blitz

    in tanks and Mechs works -if you [dont] mind- with

    example.

    A: Simply put, each tank can bring one mechanized

    infantry along with it when it blitzes. Let's say you have 1

    tank and 3 mechanized infantry in Territory A, Territory B

    is enemy controlled and unoccupied, and Territory Ccontains enemy units. You can move all of your units into

    Territory B in combat movement, but only the tank and

    one mechanized infantry can continue moving into

    Territory C and attack it.

    Q: If defending fighter cannot land in that sea zone it can

    move to adjacent sea zone and land on friendly territory

    or 'cv'. However it says one space, and each movement a

    fighter makes is a space also, this saying the fighter can

    only move once either onto friendly land from sea zone

    that the battle was conducted or to adjacent sea zonewith a friendly carrier. Help.

    A: This is correct.

    Q: The rules as I understand them do not allow a Bomber

    to take off from air bases on Guam or the Marianas,

    bomb Japan and return. That move would require 8

    movement points and the bombers can only go 7. My

    tally is: One movement to leave the airbase into sea

    areas 21 or 22, One movement to sea area 18, One

    movement to sea area 6, One movement to Japan and

    bomb, One movement to leave Japan to sea area 6, One

    movement to sea area 18, One movement to sea area 21

    or 22. There are not enough movement points to land onthe Guam or Marianas air bases. That really goes against

    an important part of the Pacific war. Help me out and tell

    me where I dont understanding this correctly.

    A: You understand it correctly. Bombing Japan from

    those locations wasn't possible until the US developed

    long-range bombers (B-29) later in the war. There [are]

    optionalrules for technological advancements in the

    Axis & Allies Europe 1940 game that can also be used in

    this game.

    ********

    [Optional Terrain House Rule]

    Q: I've always liked in other games that terrain comes

    into play but A&A they just ignore this. How about a

    house rule for making certain areas like mountainous or

    jungle territories add a +1 to land units defense value?

    IMO, this would add some depth and realism to trying to

    conquer some South Asian jungle or a tract of Chinese

    mountains.

    A: If you absolutely want to introduce terrain effects, I

    think you should look at movement restrictions ratherthan combat modifiers. As A&A is using a D6 system a

    modifier of +1 is a HUGE increment. Here is what I

    propose instead: Indicate some territories as rough

    terrain (China, various Russian Far East territories, sub-

    Saharan Africa and possibly others). In these territories

    all land units can only move one space. This will not

    upset unit combat values, will limit the effectiveness of

    nonsense Japanese tank drives to Moscow, and make the

    battle of Africa less swingy.