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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]
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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
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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
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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.
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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.