• 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.


  • Attacking destroyer rolls a dice, misses.  Defending submarine can’t submerge, correct?

  • Official Q&A

    The sub can’t submerge as long as the destroyer survives.

  • Customizer

    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.


  • 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)


  • 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!


  • 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!)

  • Official Q&A

    @General:

    Subotai-  Yes.  Subs would submerge immediately (because you have no attacking destroyer) and the transports would be automatically killed.  See insert on p. 19.

    @General:

    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!

    @HolKann:

    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.


  • 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!

  • Official Q&A

    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.


  • Exactly.  Remember transports have to be chosen last as casualties.

    The new rules make the destroyer the foundation of every navy.  They are now the cannon fodder/anti-sub vessel all in one.  Not bad for only 8 IPCs and 2/2 attack/defense.


  • On the new anniversary edition gameboard (which is glorious) I seem to have noticed a point of conjecture regarding the border between sea zone 17 and the land territory Morocco/Algeria.  In my first game my British opponent (who wasn’t nearly as familiar with A&A revised as myself)  used his transport and land units from south Africa and invaded Morocco via sea zone 17 which the axis had left unoccupied by sea units (or land units in Morocco).  I immediately questioned this move since it is clearly illegal in the A&A revised edition but after careful inspection it appeared that the territory boundary lines allowed for this move and the Morocco territory does share a coastline with sea zone 17.  Is this an official map modification?


  • mo that is not correct. It does not.

    Also, i have a commander named Spectre on the planet Attila. If you are the same cylon commander i placed in command of the Attila Garrison, communication is forbidden with the humans. I will have Baltar look into this. :mrgreen:

  • '10

    @HolKann:

    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)

    HolKann, my understanding is that if you, prior to the current turn, loaded TWO units onto a transport, you can choose to only unload ONE of them during combat (since they weren’t both loaded during the same combat turn).  I don’t think GDC’s answer made this clear, he basically just said you could attack with previously loaded units.

  • Official Q&A

    Sea Zone 17 doesn’t connect to Morocco/Algeria.


  • ok a few questions…

    First:Transports must load one turn,then move and land the next?is this correct?

    Second:Fighters can be hit by ground units,correct?

    Third:Was Purple Hitlers favorite color?

  • Official Q&A

    @Cowboybob:

    First:Transports must load one turn,then move and land the next?is this correct?

    Not unless they’re carrying an allied power’s units.  If they’re carrying their own, they can do it all in one turn.

    @Cowboybob:

    Second:Fighters can be hit by ground units,correct?

    Yes.

    @Cowboybob:

    Third:Was Purple Hitlers favorite color?

    No, it was brown.


  • @Krieghund:

    @Cowboybob:

    First:Transports must load one turn,then move and land the next?is this correct?

    Not unless they’re carrying an allied power’s units.  If they’re carrying their own, they can do it all in one turn.

    @Cowboybob:

    Second:Fighters can be hit by ground units,correct?

    ok thanks….I was jokeing on the color thing
    Yes.

    @Cowboybob:

    Third:Was Purple Hitlers favorite color?

    No, it was brown.


  • hey all, new to the board. just wanting to clarrify with a question cowboybob, as this situation arose the other day in a game:

    italy had one transport in the sea zone down from rome (is it 14?). germany also had one there. on italy’s turn, can they bridge units using both its transport and germany’s, landing them both on the african province opposite? or can this only be done with italy’s transport, making it wait until the next round before unloading its units from the german transport?

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