Splitting this Colonial Outpost idea out into it’s own thread.
AA50 Rules Errata and Q+A
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If Germany ever takes Manchuria… you will have won the game by then!!! Those are some long range tanks.
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The German Manchuria question is a good one. It would likely be a lone armor separated from Africa or an Italian transport with armor that ran from the Med.
Not to likely to happen in AA50 with the long distances, but anything can happen in long games. -
@Craig:
Japan starts the game in control of Manchuria so in the above example, the territory would revert to Japanese control.
Craig
Sorry, Craig, but that’s incorrect. China is considered to be the original owner of Manchuria, as indicated by the China marker on the map. If Germany takes Manchuria, it becomes controlled by Germany. Also, if an Ally takes Manchuria from the Axis, it is liberated to Chinese control.
I’ve talked this over with Larry, and it’s going to be in the FAQ.
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Could someone clarify please,
One of the UK National Objectives states the following:
“Gain 5 IPCs if Allied powers control any territory originally under Japan’s control.”
This seems to indicate that if China or Russia captures Manchuria, and Japan doesn’t take it back, then on UK’s turn he would receive this National Objective bonus. This might be more probable in the '42 setup, because of the turn order, Russia could capture it, then UK would receive the bonus then China would build units all before Japan’s turn.
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As i understood it, Manchuria is originally a Chinese territory and therefore do NOT count towards the British NO.
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@Silent:
As i understood it, Manchuria is originally a Chinese territory and therefore do NOT count towards the British NO.
Correct. Any time the rules refer to the original controller of a territory, it means the symbol printed on the map. Otherwise, the original controller would be different for the two different scenarios, and the NOs would play differently. China is considered the original owner of Manchuria and Kiangsu.
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Thank you for your quick response.
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Is it possible to have all the rule clarifications in one post on top of this thread? Only the correct ones of course. :wink:
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@Craig:
Then maybe it shouldn’t have had the color-shading that it does!
Yes, I pointed out that the coloring and marking would be confusing, and therefore should be changed, but apparently it was too late in the process. :-(
Oh well, that’s what FAQs are for!
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Just a small note: when all of this gets sorted out the posts will be rewritten and condensed into something easy to read.
So keep pointing out what troubles you so we know what to include.
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Attacking destroyer rolls a dice, misses. Defending submarine can’t submerge, correct?
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The sub can’t submerge as long as the destroyer survives.
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There is a typo in the rulebook on page 9 stating that Germany’s 1942 starting income is 31. It should be 37, like the reference chart.
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Example question: If only air units can reach (and attack) in a sz, in that sz there is a sub and a transport, is the air units allowed to attack? or is the new rules regarded to submarine unit only, so that technically air units (without DD) are allowed to attack subs, but since subs may submerge before any shot is fired, an attack against subs by air units alone is pointless?
But if a sz contains a sub and a transport, then air units can attack in that sz, and subs will submerge, but the transport will be autokilled? -
I don’t know about Subotai’s, because if the subs would need to submerge, then 2 subs attacking 1 AC 2 ftr would allow the 2 ftr to defend, because the subs won’t dive whilst trying to destroy the AC. But ftrs aren’t allowed to shoot at subs, so what happens than?
I have another question though:
The rules state that, during an amphibious assault, “a transport must either offload all units that were loaded during the Combat Move phase or retreat during sea combat. It may also offload any number of units owned by the transport’s power that already were on the board at the start of the turn.”Does this mean that if I load 2 inf in turn N, and I amphibiously assault some territory in turn N+1, that I don’t have to disembark both of my inf, but that 1 inf may stay in the transport? (because they weren’t loaded during the Combat Move phase)
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Subotai- Yes. Subs would submerge immediately (because you have no attacking destroyer) and the transports would be automatically killed. See insert on p. 19.
I have noticed in my first game that few of the new sub and transport rules will be applied frequently in the Atlantic, unless Germany somehow manages to maintain a navy. Now that Germany’s only IC is in Germany, it can only place new naval units in the Baltic Sea, within range of UK’s air and naval units. At least subs are only 6!
As far as the amphibious assault question regarding transports, you must off load units that were loaded during Combat movement. That is why amphibious assaults are a separate part of the combat sequence (p. 16). You are declaring and committing the units. Of course, you don’t have to offload if you retreat after a round of sea combat, i.e it appears you will lose your war ships in the battle and your transports (and cargo!) would then be unescorted and automatically destroyed.
If the cargo units were already on board at the start of the turn (before the current turn’s Combat Movement), you may unload them for the amphibious assault. I don’t see why you wouldn’t if you’re commiting the transport to the battle.
Once you start playing the game the rules start to make sense!
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There are a dozen situations where I would be happy if one of the inf could stay safely in the boat. Conquering empty but dangerous enemy territories for instance. But thanks for answering the question :).
As for Subotai’s diving subs: how about the example I gave? (2 sub attack 1 AC 2 ftr) Are the ftrs allowed to return fire because the subs don’t dive? Or are air units never able to hit subs unless a DD is present? (subs are complicated!)
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Subotai- Yes. Subs would submerge immediately (because you have no attacking destroyer) and the transports would be automatically killed. See insert on p. 19.
As far as the amphibious assault question regarding transports, you must off load units that were loaded during Combat movement. That is why amphibious assaults are a separate part of the combat sequence (p. 16). You are declaring and committing the units. Of course, you don’t have to offload if you retreat after a round of sea combat, i.e it appears you will lose your war ships in the battle and your transports (and cargo!) would then be unescorted and automatically destroyed.
If the cargo units were already on board at the start of the turn (before the current turn’s Combat Movement), you may unload them for the amphibious assault. I don’t see why you wouldn’t if you’re commiting the transport to the battle.
Once you start playing the game the rules start to make sense!
All correct. Thanks, General!
As for Subotai’s diving subs: how about the example I gave? (2 sub attack 1 AC 2 ftr) Are the ftrs allowed to return fire because the subs don’t dive? Or are air units never able to hit subs unless a DD is present? (subs are complicated!)
No, fighters can’t hit subs unless there’s a friendly destrroyer in the battle. The battle is between the subs and the carrier. It doesn’t pay to leave your carriers unescorted in sub-infested waters.
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I don’t see then why the subs would have to dive if ftrs are attacking them without a DD. But the situation is clear now: subs are safe from ftrs without DD, trns are never safe. Tnx for the help!
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Well, technically the subs don’t have to dive. The battle is over because the subs and fighters can’t hit each other, and that leaves the transports defenseless against the fighters. The concept behind the defenseless transports rule is that if the battle continued, the fighters would roll again and again without response from the transports until the transports were destroyed. The rule just keeps you from having to roll all those dice.