Axis & Allies: Pacific Q&A as of 7-17-01

compiled by Greg Nichols

AvalonHill
Occasional Browser
(3/26/013:48:09 pm)
Reply / Landing fighters after a kamikaze attack

The rules are the same as a normal attack in this case.
If the carrier is sunk on Japan's turn, then the fighters get their usual one move range.
If the carrier is sunk on the Allies turn, then one of two things can happen:
The fighters were flying alongside the carrier and have their normal move left
The fighters were on the carrier as it moved, in which case they are cargo and go down with the ship
Phoenix
Don's Gaming Forum Regular
posts: 148
(3/27/0110:57:27 am)
Reply
Community Supporter
/ Re: CAP and non-combat movement in general

AA gun?
This is in contrary to what has been discussed sometime ago that (in AA Europe), an AA gun can be "moved" into a transport" in combat phase together with other battle units that will perform an amphibious assault and wait until a land is cleared, then moved into a just-captured territory in the non-combat. Is it wrong or illegal to do this?
Avalon Hill
Occasional Browser
(3/27/0112:49:22 pm)
Reply / AA Exception

Yeah, AA guns can be a pain in the rule system. AA guns may be loaded onto a transport and then 'held' during the Amphibious Assault. It may then be unloaded during non-combat, provided you too the territory. So it is the only exception that I can think of (now that I've been reminded) to the above commentary.
Avalon Hill
Occasional Browser
(3/27/013:34:55 pm)
Reply / UK IPCs

The 12 (not 20 unless there is another huge typo) IPCS available to the UK is given out at the start of the game. At that point, before Japan takes turn 1, the UK player must split it up between India and Australia (anything from a 12/0 to a 0/12 split). Then, at the end of UK 1, UK gets all IPCs coming from the convoys (may be less than 12). At that point, before the US goes, the UK splits it up again. In other words, that discretionary pile only lasts for a minute as the UK decides where it goes. All action stops while that decision is being made.
As for the SBR, since the discretionary pool doesn't exist except between turns, SBRing India or Australia will only take from that economy. It doesn't bleed over to the other one.
Don's Gaming Forum Moderator
posts: 485
(3/28/014:16:09 pm)
Reply / CAP and Continental Lines

Rob,
CAP may, or may not, be flown off continental shorelines?
Andre Bolkonsky
Avalon Hill
Occasional Browser
(3/29/017:09:33 am)
Reply / CAP Ranges

Correct. Combat air patrol may be established in any sea zone that is adjacent to (or surrounds) the land territory where the fighter starts. In this case, air bases do not allow you to establish a CAP two sz away; it must be adjacent.
When landing at the start of your next turn, you can move to an adjacent land territory or carrier.
BTW, the CAP rule allows you to build carriers 'under' a CAP, finally putting a loaded carrier into the water (although you still need to have the fighters a turn ahead of time).
milner69
Registered Gamer
posts: 1
(3/29/0111:47:17 am)
Reply / CHINA Question

ROB,
OK, if China liberates Chinese territory that Japan starts the games with, Korea, etc.) which has an IPC value, do they just get that number in additional grunts per turn? I imagine so, but...
Avalon Hill
Occasional Browser
(3/29/0112:03:57 pm)
Reply / China

Correct...sort of. I'll elaborate; forgive me if this is what you meant.
China gets _one_ infantry for every territory she controls with an IPC value, plus one if the Burma Road is open. It doesn't matter what the actual value of the territory is.
This means if one of the three Chinese territories controlled by Japan is liberated, then China gets an additional infantry for each liberated territory, not one per the value of the territory itself.
So the most infantry China can get in a turn is 8 (Szechwan & Sikang = 2, Korea & Manchuria & Shantung = 3, Siam & FIC = 2, Burma Road = 1). This is unlikely, to say the least.
Garrett Potvin
Registered Gamer
posts: 5
(3/29/0112:26:23 pm)
Reply / Destroyer used as a transport.

Let's say that you want to assault and take an island that has a fleet protecting it. If you have a Destroyer that is acting as a transport can it sit out the naval clearing battle and attempt an amphibious assault after the naval zone is cleared? Or is it assumed as with a battle ship that it has not option but to participate and the naval battle and thus can not unload its cargo until the next turn?
Avalon Hill
Occasional Browser
(3/29/0112:46:55 pm)
Reply / Destroyers as Transports

Neither, actually.
A Japanese destroyer with an infantry unit on board can fight in the naval battle and unload the infantry in an Amphibious Assault. The only thing it can't do is give a support shot. This is true whether there was a sea battle or not.
Transports can unload after a battle, as can destroyers. The only thing a transport/destroyer can't do after a battle is both load and unload a unit (rare on this map anyway).
DouglasGG
Occasional Browser
(3/29/017:36:01 pm)
Reply / No Japanese units in Siam at game start
I just wanted some clarification that Japan has no units at the start of the game in Siam. It appears to be the only land territory that Japan controls without any units, and I was wondering if this was a typo of some sort.
Avalon Hill
Occasional Browser
(3/29/0110:11:10 pm)
Reply / Siam I Am

It is correct that Siam starts out Japanese-controlled but unoccupied.
steveoftexas
Registered Gamer
posts: 5
(3/31/012:01:08 pm)
Reply / Chinese and US attacks

Can the Chinese and US attack together? If not, who attacks (the same place) first on the US/China player turn...US, China, or player choice?
Thanks,
Steve
Avalon Hill
Occasional Browser
(4/1/0111:50:35 am)
Reply / US & China

The US and China attack together. If you want the Chinese to go from "mild distraction" to "horrendous nightmare", get a few US bombers over there.
ramprat
Registered Gamer
posts: 5
(3/31/0111:47:26 pm)
Reply / Naval base and air base movement questions

1)Is it correct that naval units can only move a maximum of 3 spaces during the non-combat movement phase and only from friendly naval base to friendly naval base?
2)Also, is it correct the maximum bonus movement aircraft get when flying in an area adjacent to or with an air base is one free space. What if there are multiple bases in the areas you are flying your planes over, do the planes get multiple free movements?
3) Same question as stevefromtexas?
Thanks,Mike
Avalon Hill
Occasional Browser
(4/1/0111:54:36 am)
Reply / All Your Bases Are Answered By Us

1. If you have ships in a friendly naval bases, you may move them three spaces on a turn only if the third movement gets them to another friendly naval bases.
2. Air bases do not 'give' movement points in the way you are describing them. Air bases operate like aircraft carriers in the sense that planes taking off or landing on them do not have to pay a movement point to do so. Any flying in between takeoff and landing is not affected. Note that an enemy attacking an island with an airbases must still pay the movement to attack/leave the island.
Avalon Hill
Occasional Browser
(4/2/016:56:17 am)
Reply / NonCombat Issue

Yes, moving in non-combat in between naval bases still allows a transport to pick up units, from multiple locations. Just remember that unloading a transport ends its movement.
AvalonHill
Occasional Browser
(4/2/011:00:45 pm)
Reply / SBR Rules

Actually, the rules in Europe are wrong. In all cases in all games, planes hit by AA guns are immediately removed and do not fire.
GenPage1
Registered Gamer
posts: 51
(4/3/016:14:51 pm)
Reply / Air bases

Rob,
Situation: Allies hold the Solomons & Japs hold a surrounding sea area. Do the air units from the solomons going to fight in the sea zone get 4 movements in Non Com due to the base ?
Will moving into a convoy route in non com affect the income ?
Avalon Hill
Occasional Browser
(4/4/016:45:40 am)
Reply / RE: Air Bases

Yes, since it cost 0 to fight the Japanese in the surrounding sz, then the Allied fighters still have four movement points in Non-combat
Convoy ownership does not change hands in non-combat.
Avalon Hill
Occasional Browser
(4/4/017:55:32 am)
Reply / Occupying Territories

Sorry Steve, I think you posted this earlier and I forgot to respond.
1. The income goes to India. This is true for all UK conquests.
2. No. Whoever conquers the territory controls it until (if) the enemy takes it back. You cannot bequeath a territory to an Ally.
pzkwi
Registered Gamer
posts: 34
(4/4/018:40:59 am)
Reply / Covoy Routes and Hawaii

I Accidentally mis-posted this as a new topic.. please answere here.
Here are two quick questions I would like to get "Official" answers to.
1. This one sounds like a "no-brainer" to me, but I have been asked several times. Can you move into a Sea Zone containing an enemy controlled Sea Route or Convoy during non-Combat ? I believe the answer is yes, and taking control of the convoy on the next turn works the same as for a sub. (The sub rule is detailed on Page 22 Column 1 near the bottom of the page)
2. Place new units. Can you place Naval units in Hawaii? Page 25 Column 1. "Naval units acquired during phase 1 are now placed in sea zone adjacent to your home territory." Note the singular "territory". This seems clear to me that ships must be placed in USA.
Avalon Hill
Occasional Browser
(4/4/019:20:06 am)
Reply / Answers

Yes, you can move naval units into an enemy-controlled convoy sz during non-combat. However, ownership of the convoy does not change hands. You may also spend one movement to liberate the convoy zone at the start of your next combat move.
Yes, the US can build in Hawaii. (Thank you for posting this, as I just won a bet. I bet someone that that was confusing and said we'd hear about it.)
Avalon Hill
Occasional Browser
(4/6/016:04:41 am)
Reply / Correct on Australia

Australia's base income can never be higher than its starting income.
India's can go up due to the conquest of Japanese territories.
Both are supplemented by convoy money.
Avalon Hill
Occasional Browser
(4/6/019:32:03 am)
Reply / Little SZs

The area within the white lines (all the water within the Caroline Islands for example) is part of the land territory (in this case, the Carolines) and is not a sz.
Avalon Hill
Occasional Browser
(4/6/011:20:55 pm)
Reply / Three answers

1. No, kamikaze can only target surface ships.
2. Only naval bases can be utilized the turn they are captured. You can only land on a territory you controlled since the start of the turn, whether it has an airbase or not.
3. UK liberates the Philippines for the USA. US liberates Java or Borneo for UK. The US can build a factory on any space colored blue or red (no China symbol) that contains an IPC value. This is, off the top of my head -- two home islands, Siam, FIC, Philippines.
Avalon Hill
Occasional Browser
(4/9/017:41:07 am)
Reply / AA guns

OK, here's how AA guns work. I know this is true in AAE and AAP and I believe it to be true in AA.
Make all combat movement.
Then see how many planes (bombers and fighters combined) flew over or into a territory with an enemy AA gun. The defender then rolls dice equal to the total number of planes. Any '1's result in a plane being lost -- attacker's choice. If the attacker flew over multiple AA guns in multiple territories, resolve them in any order you choose; it doesn't matter since all combat movement is finished.
Now conduct combat as normal (any AA guns in embattled territories have already rolled). If the attacker chooses to retreat, he retreats all land units and all planes, landing the planes where he sees fit. If any planes flew over any AA guns, the defender gets to fire the guns again. Any losses are taken from the recently moved planes. However, all retreating should be done before dice are rolled, just mark/remember which planes are subject to AA gun fire.
I think that clears it up, although it could have just muddied things entirely.
Avalon Hill
Occasional Browser
(4/9/0112:26:03 pm)
Reply / AA Gun addendum

Correct. An AA gun in the embattled territory gets to fire at the start of combat. It does not ALSO get to fire at retreating units.
Andre Bolkonsky
Don's Gaming Forum Moderator
posts: 529
(4/9/019:30:29 pm)
Reply / Re: Rob / AH Rules Clarifications for AAP

Javelin,
Rob has answered that question previously, but I'll be happy to repeat the answer for you.
Regarding UK income:
Your assertion is correct: UK HAS TWO PILES OF MONEY; one for Australia, and one for India. These can never be shared. UK CANNOT make a THIRD pile of money separate from the other two. UK MUST put her convoy income in either the Australian or the Indian piles BEFORE the US turn.
The reason being that UK must commit her income before Japan's move. She can't wait until after Japan moves to decide where she to spend her discretionary income.
Zephaus
Registered Gamer
posts: 46
(4/9/017:27:48 am)
Reply / Marine Cost
In the rulebook it says the cost of U.S. Marines it 4 IPC. On my USA Card, it says the cost is 3. While I believe it most likely is 4, I just wanted to get clarification.
Thanks! Todd M.
shaveandahaircut
Registered Gamer
posts: 2
(4/10/017:55:00 am)
Reply / Marine cost

It has been clarified by Rob of AH that the correct cost of marines is 4. The card is misprinted and incorrectly states the cost as 3.
Avalon Hill
Occasional Browser
(4/4/0111:34:32 am)
Reply / Balance

Is the game perfectly balanced? Probably not. Is it very, very close? I'd say 'yes' until further information comes my way.
I will say that, against a competent Japanese player, the Allies have to think smart and think ahead. America, for all her economic might, has long supply lines. You need to think a few turns ahead to make sure everything is arriving when it should, where it should. To that end I recommend patience. Prevent Japan, if at all possible, from scoring 4 VPS in a turn but live with 3 VPs for 1 to 4 turns. For Japan to score 4 VPs she needs to have all her major holdings plus either Dutch New Guinea, Burma, or one of the two Chinese provinces. If she can't get one of those four, she will be at 39 IPCs. Do not run out after Japan too soon or else her on board material will sink the Allied pocket fleets. Also, be sure to reduce your distance as soon as you can. If the Carolines are yours, then Hawaii to Carolines is one move. New Britain in UK hands at the end of the game shave a turn off of Australian movement.
Plus, retake the Philippines if at all possible. Remember that the US can build factories and then start pumping out three units per turn from the Philippines. Other options for factories are a home island (riskier) or Siam or FIC (further away).
Just a few more thoughts. The SBRing Japan backward on VPs is a great ENDGAME strategy for the Allies. I don't think, offhand, it is a great early game strategy. You'll get pasted in my opinion. Also, you can get US bombers from Hawaii into China in two turns (via Australia).
Hope this gives insight.
Avalon Hill
Occasional Browser
(4/5/0112:51:49 pm)
Reply / SBR

Japan can never lose through an SBR; she just does not go forward.
Japan loses if she does NOT score at least 1 VP at the end of HER turn.
Edited by: Andre Bolkonskyat: 4/5/01 2:04:10 pm
Andre Bolkonsky
Don's Gaming Forum Moderator
posts: 496
(4/1/0111:14:40 pm)
Reply / Re: 2-4 players?
2 or 3 players only.
Allies v. Japan; or UK and US v. Japan; respectively.
Four players is not correct, although it might have been suggested at some point.
Avalon Hill
Occasional Browser
(3/29/0110:17:14 pm)
Reply / More rules...
1. Am I understanding the rule book correctly that you may ONLY take advantage of a Naval Base in the Non Com phase of a turn ?
CORRECT.
2. a)Does a Kamikaze attack have to originate from within the Kami Zone?
Rather than answer your subquestions, let me explain kamikaze. They are NOT fighters on the board. Japan could have no fighters in play at all and still use her kamikaze (assuming she still had her six). Kamikaze can only be used during a battle in a zone marked with the kamikaze symbol. They attack (or defend) during the first round of combat (there is no unit for them, just dice to roll) and disappear after. They cannot be taken as losses (other than the hard way -- hitting a boat). They hit on a...I think it is 2 but it is late at night and I just painted my bathroom. Their special ability (other than appearing out of nowhere) is that they choose the target -- any surface ship is up for grabs. Before rolling any dice (on either side), the Japanese player decides if he will use kamikaze in that battle and, if so, how many. When it is his turn, he allocates those kamikaze against targets and rolls away. Hit targets still fire back (defend). I think that's it.
3. Can a lone Tranny move through an enemy controled convoy space ?
Yes, but it will not liberate that convoy.
4. Does landing a CAP count as a Ftr's move ? Can a landed CAP Ftr be used to go out on an attack ?
No. Yes. In order for a fighter to establish a CAP, it can't have moved that turn. When it lands at the start of the next turn, it still has all its normal movement and may attack or move as normal.
Avalon Hill
Occasional Browser
(3/29/0112:55:18 pm)
Reply / Clarifications