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

(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 Game Components Summary of Play How the War is Won The Combatants Setup The Political Situation China Rules Order of Play 1. Purchase and Repair Units 2. Combat Move 3. Conduct Combat 4. Noncombat Move 5. Mobilize New Units 6. Collect Income Winning the Game Unit Profiles [Optional Terrain House Rule] ******** The Combatants Game Components Setup 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 The Political Situation Q: Does Japan attacking ANZAC put any other nations at war? [DOW] Page 1 1 1 1 1 1 3 3 3 3 4 10 11 12 15 15 Summary of Play 18 How the War is Won 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 the number 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 will allow a plane an extra movement point when taking off from the territory, but not when landing on it. Q: If Japan over 48 in national production chart should I count over 48IPC? A: Yes. Just use a second control marker to mark the amount over 48.

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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 each other? 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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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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. Like Kiangsu? 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 China bought 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 Order of Play 1. 2. Purchase and Repair Units Combat Move 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.

Q: There is a naval battle with on one side a submarine and 2 cruisers and on the other side a destroyer and 2 cruisers. 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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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 Combat 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 movement into 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 them this 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

Q: 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

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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 in the 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 moved into the sea zone in the current turn, any ships already there cannot be attacked by kamikaze. Q: If kamikaze 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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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 while simultaneously 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: "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. 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 scramble would 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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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 the multinational 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 up several 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, ANZACBritish)? 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 other friendly units in the sea zone or be the only friendly units 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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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 may bombard 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 in Kiangsi. 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 start of 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 of strategic 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 can exploit 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 any firing 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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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 game with 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 it was 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 could only 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 like you 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 case of 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.

Page 9 of 18

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

Q: 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 islands before 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 fighter from 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.

Page 10 of 18

Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
Q: Can U.S. share a sea zone with British Ships before U.S. is at war? A: Yes. Q: Can warships of the opposite sides exist in the same sea zone, and/or freely pass through sea zones containing the opposite sides ships before being "at war"? A: Yes. Q: If warships of opposite sides can exist in the same sea zone before being at War, then can either side ship(s) occupy a sea zone with an opposite sides convoy and choose not to disrupt it, thus not starting a war? A: Yes. Q: I read either here or on A&A.org that when a power occupies one of the Dutch or French territories, that they do so in the non combat phase. At least, the Brit/ANZAC player would for both the Dutch & French territories. I guess the Japanese player could only do this with the French territories, because if they go into a Dutch one, it causes war. So, for the territories in which being occupied does not cause a war to break out, this happens in the non combat phase, right? A: The UK and ANZAC take control of these territories in noncombat movement, as they are allied territories. Japan may only take them as a combat movement. Q: If that is the case, can a power that is occupying a territory in which no war is caused by it, also land air units in said territory that same non combat phase? A: UK/ANZAC, yes. Japan, no. Q: Also, could they place newly purchased bases and ICs there in that same turn? A: No. Q: Is it possible to conduct air operations from friendly carrier that moved in noncombat phase on its turn? Something like this: US carrier with ANZAC Fighter and TB on board moves 3 spaces on US non-combat phase (it starts on sea area with port). In same round when its ANZAC`s turn their fighter and TB conduct air operation during ANZAC`s combat move phase. Do they have their 4 moves to make even [though] they moved 3 spaces on board of US carrier during US non-combat phase? A: ANZAC fighters would still have 4 movement. If the US moves, it can sometimes help, or hurt you depending on where you wanted to be. In the Global version Japan will have allies. Keep in mind, that if the US attacks with its carrier, the Anzac planes are cargo, do not get to fight, and will be destroyed if the carrier sinks. They still help the US defend when attacked by Japan. So there are pros and cons to using an allied carrier for planes. [James is correct.] The ANZAC planes will remain on the US carrier during the US's turn. The extra movement is just a quirk in the rules that's been in every A&A game. However, it is offset by some inconveniences that are caused by having mixed carrier/air combinations. The ANZAC air units' range may be effectively shortened on ANZAC's turn due to the fact that the US carrier can't move to meet them. When they move on the same turn, the planes can move three spaces out and one back if the carrier moves. Moving on different turns, the planes are limited to two spaces out and two back. 5. Mobilize New Units

Q: [Is there a maximum to how many units may be mobilized in a territory?] A: There is no limit to the number of units that may be mobilized in a territory. Q: About Chinese deployment: For example, if China bought 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: On your turn if you upgrade a Minor IC to a Major IC can you deploy 10 units at the end of that turn, or do you have to wait till your next turn to deploy 10 units (assuming you still control it)? A: The upgrade is done during the mobilize-new-units phase. Newly built units and facilities can only be used on the next turn. So in this case you could build three units in the turn you upgrade the factory and ten on the next turn. (Page 20 rulebook: "You cannot use industrial complexes that you captured or purchased this turn".)

Page 11 of 18

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

Q: 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 of convoys? 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 . . .

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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 are out 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 of 40 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 gets collected 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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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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" if any 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 occupy it. 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 occupy an 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 occupy it. Another Allied power could have captured the territory

Page 14 of 18

Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 the Pacific 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 nonneutral 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 units per 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 (United Kingdom), 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 their phase, 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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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
exception. Islands are territories, but ICs may not be built on them (pages 20 and 22). Q: How much damage can facilities take before losing their ability? I'm talking about [Bases] and Airfields as I understand the Industrial complex damage. A: Bases are inoperative if they have three or more damage points. They can sustain a maximum of six damage points. Q: Air and naval bases... You can't loop further than the extra move can you? Like for example playing UK starting in Indian and there are naval bases in: Sumatra, Java, western Australia, south Australia, New South Wales, New Zealand, Samoa, Fiji; you can't just swoop along to Fiji from India with your boats because they are all linked up like a chain...can you..?! I think not, and same if you were doing that moving one of your planes. A: No. Q: And also, could you place an air/naval piece on Fiji, or any other islands not having an IPC value? ...Midway set up for the Americans start with an airbase. A: Yes. Q: I think it says airbases on an island make aircraft take off as if on CV's and/or adds an extra move to its range. So does it do both or one or the other? If it takes off from an airbase the first counted space is the one adjacent, right? And then it gets to move its normal, say for a fighter, 4 spaces after this? Or is it 5 now? And what about landing on a different (or even the same airbase)? Does it treat the sea zone around it as a space or does it land on the island as if it was a CV? Also, I don't think in this game it is an issues as I'm pretty sure there are no landlocked territories that can take an airbase build but in Europe there will be, but what if I build one there, does it treat adjacent territories as a movement space? And finally: do I need a factory to build an airbase? Or can I build it without one? A: Airbases add one extra movement point to all aircraft starting their turn in them only. They are not treated as aircraft carriers. The first space after taking off from an island counts as a movement point, and the same is true for landing, the island counts as a space (rules page 23). Airbases and naval bases can be built in any controlled territory of the nation that was not captured this turn (naval bases must be adjacent to a sea zone). You dont need an industrial complex for placing the air or naval bases (rules page 22). Q: Is it correct that anti-aircraft don't shoot if a plane flies over it in a combat move, only shoots in the territory under attack? A: Yes. Q: Are the Himalayas impassible to Aircraft? A: Yes. Q: Japan is attacking Hawaii's sea zone (both Hawaii and SZ 26 are controlled by the US). The US has 3 fully-loaded carriers in SZ 26, along with 2 DD and 2 TT. On Hawaii, the US has 8 fighters, 2 tanks and 2 infantry. Japan is going to send 2 fully-loaded carriers, 3 empty carriers, 3 BB, 1 CA, and 1 DD from SZ 6 to SZ 26. In addition, Japan is going to send 5 fighters and 3 Tac bombers from Japan to SZ 26. The US will scramble all of its fighters against the incoming ships and planes. Basically Japan is sending 12 planes [Air Units] with only 10 spots available for landing them after the attack (assuming the carriers all survive during the attack). The idea is that Japan expects to take some losses, so that there should be plenty of spaces for landing the surviving planes after the attack. But is that way of thinking legal? A: No suicide missions means just what you think it means - planes must have a legal way to land assuming they are not lost. You can't send planes on a mission knowing that they have no place to land if they survive. So, what you described is not a legal move. Q: I have a naval base in Alaska and transports in sea zone 1 and Infantries in Korea. In combat move can I move my transports in sea zone 6 and at the same time 'bridge' Inf. in Korea onto Japan? A: Yes, assuming that sea zones 6, 7, and 8 are friendly. Q: How can Inf get on and off the Transport on the same turn? I thought that only tanks & Mec Inf could get on and off the Transport on same turn cause they have a movement of 2. A: The movement rate of the land units doesn't matter. Loading onto and/or offloading from a transport uses any land unit's entire movement for the turn. It may not move before loading or after unloading.

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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 tactical bomber 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 get the 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 the Pacific? 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 also all 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 for the 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 amphibious assault 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 the Philippines? 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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Axis & Allies Pacific 1940 Q&A (Consolidated from the BGG Rules Forum by edelrio)
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 more during 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 C contains 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 zone with 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 on the 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] optional rules 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 rather than 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, subSaharan 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.

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