• @gnasape:

    @gamerman01:

    @gamerman01:

    OK, that’s big.  Hasn’t come up in one of my games yet.  Can you tell me where to look in my rulebook in case an opponent questions my clever moves?

    OK, I’m home with my rulebook and I find nothing about “embattled” zones and nothing to prohibit movement through an area that was just cleared in the Combat phase.  My arsenal of strategies just increased, I suppose.

    gamerman01: for AA50, page 21, Phase 5 Noncombat move:

    The key phrase is friendly territories, once combat is over, if you won, the territory is now friendly and you can move your units (if they didn’t move during combat).

    And regarding your other question about dd stopping movements of all ships (only during combat but once it’s cleared yes, naval units may pass through it).

    "Phase 5: Noncombat Move
    In this phase, you can move any of your units that did not move in the Combat Move phase or participate in combat during your turn. This is a good time to gather your units, either to strengthen vulnerable territories or to reinforce units at the front. You will also land all your aircraft that participated in and survived the Conduct Combat phase.
    Only aircraft and submarines may move through hostile spaces during this phase.

    Where Units Can Move

    Land Units: Land units can move into any friendly territories. They cannot move into hostile territories (not even those that contain no combat units but are enemy-controlled). Note, this is the only phase in which antiaircraft guns can move. Air Units: An air unit must end its move in an eligible landing space. Bombers and fi ghters may land in any territory that
    was friendly at the start of your turn."

    souL: the answer would be yes as both trj and eqy are friendly territory during NCM phase.


  • The Blitzkrieg just got much nastier!!!  :evil:

  • 2007 AAR League

    AA question.

    If the UK\US liberates Moscow and has AA guns on Russian territory, do the AA Guns change ownership to russia when the territories revert to Russian control?


  • Page 20 of the rulebook under

    Capturing and Liberating Capitals:

    If a capital is liberated, the industrial complex and any antiaircraft guns in that capital territory revert ownership to the
    original owner of the capital. Territories and industrial complexes that are controlled by the newly liberated capital’s owner
    but are in the hands of friendly powers also revert ownership. Antiaircraft guns outside the newly liberated capital territory
    remain under their pre-liberation ownership.

    Hope that answers your question EM!

    Gamerman01 and I were having a discussion about this couple days ago and Gamerman01 pointed it out, so the credit goes to Gamerman01!

  • 2007 AAR League

    Thanks gnasape\gamerman01!


  • New warships can be built in a hostile sea zone.  Let’s say, for example, that Japan builds a submarine in SZ62, where there is an American Battleship.  On America’s turn, the Battleship engages the Sub in combat.  The sub hits, and the battleship misses.
    Can the battleship retreat?  Can it retreat to any adjacent sea zone that was not hostile at the beginning of the turn? (See bottom of page 19)  If not, then couldn’t the Battleship leave the sea zone 62 in combat movement and re-enter, thus establishing a sea zone that it came from, giving it a retreat option?
    I can’t find this addressed clearly in the rulebook or errata.


  • Did I ask a question that doesn’t have an answer??


  • @gamerman01:

    New warships can be built in a hostile sea zone.  Let’s say, for example, that Japan builds a submarine in SZ62, where there is an American Battleship.  On America’s turn, the Battleship engages the Sub in combat.  The sub hits, and the battleship misses.
    Can the battleship retreat?  Can it retreat to any adjacent sea zone that was not hostile at the beginning of the turn? (See bottom of page 19)  If not, then couldn’t the Battleship leave the sea zone 62 in combat movement and re-enter, thus establishing a sea zone that it came from, giving it a retreat option?
    I can’t find this addressed clearly in the rulebook or errata.

    I would say the battleship can do just that (retreat), but it has to indicate that it has moved out into another SZ prior to attacking (during combat movement).  Similiar moves happen with tanks, blitzing thru some other territory to open a retreat option.


  • The interesting difference is, with the sea example the enemy units are in the same zone to start with.  So if the Battleship doesn’t leave and come back, does it forfeit it’s retreat option, since it didn’t come from anywhere else?


  • @gamerman01:

    The interesting difference is, with the sea example the enemy units are in the same zone to start with.  So if the Battleship doesn’t leave and come back, does it forfeit it’s retreat option, since it didn’t come from anywhere else?

    Personally, I would think so.  of course, I am not an official rules person.  But logically, how can you retreat to somewhere from whence you did not come?


  • I agree with you.  Hopefully Krieg or someone will weigh in on this.  Turned out it didn’t matter in my game - I didn’t engage the sub.


  • OK, my turn for  question  :-)

    1942  scenario

    Hawaii, J1.  They bring sub, DD, ftr, bmr on USA’s dd, a/c, ftr

    Japan hits two:  dd, a/c lost
    USA rolls 1 hit, Japan loses DD.

    round 2:
    Japanese sub, ftr, bmr or USA ftr

    Japan doesn’t wish to trade a ftr for a ftr and decides to w/d.  What can the japanese sub do?

    Can it w/d away one SZ from where it came?  Can the japanese sub w/d to sz 51 or sz46 as part of the japanese w/d from the battle or can the sub only submerge?


  • I think I can answer this one.
    Since Japan does not want to lose a fighter and decides to retreat, the submarine must retreat to either SZ51 or SZ46.
    The sub cannot submerge, because submerging is done in place of rolling an attack die.  For the sub to submerge, there would have to be another round of combat.
    Page 30: Submarines - Submersible: Anytime a submarine would otherwise roll the die to attack or defend, it can submerge instead.  Whenever a round of combat starts and a submarine is in combat with only aircraft, it can submerge (before aircraft fire).

    The retreat would be before “a round of combat starts”


  • And now I have another question!
    Now that I’m starting to play with interceptors and escorts….
    Official errata says “Fighters participating as either an escort or a defender cannot participate in other battles during that turn.”
    It is unclear what exactly “turn” means.
    Let’s say Russia, UK, and USA are all strat bombing Germany every round (turn?).  Germany has a fighter in Germany.  Does the fighter only get to defend against one SBR per Germany turn, or per enemy turn?  That is, can the same German fighter attempt to intercept up to 3 times between German turns?  Or only once?


  • gamerman01,

    http://harrisgamedesign.com/pdf/A&A_Anniversary_FAQ.pdf

    I think I can answer that.  This is the revised FAQ.

    Germany can use any ftr in Ger to intercept every time it’s SBR’ed.  It doesn’t only cover German ftrs but any ftrs based in the territory being SBR’ed so it can be Italian or even Japanese ftr.

    Krieghund covered this in another thread.  I’ll look for it and revise this response.

    This response is for AAE but should also apply,

    http://www.axisandallies.org/forums/index.php?topic=15396.msg495075#msg495075


  • Thanks for the reply.  That is the same FAQ I was referring to.
    Was just getting on to post that I thought fighters could defend each time, because they can do the same vs. conventional attacks, and you confirmed it.  Good to know Krieg confirmed it.

  • Official Q&A

    @axis_roll:

    @gamerman01:

    New warships can be built in a hostile sea zone.  Let’s say, for example, that Japan builds a submarine in SZ62, where there is an American Battleship.  On America’s turn, the Battleship engages the Sub in combat.  The sub hits, and the battleship misses.
    Can the battleship retreat?  Can it retreat to any adjacent sea zone that was not hostile at the beginning of the turn? (See bottom of page 19)  If not, then couldn’t the Battleship leave the sea zone 62 in combat movement and re-enter, thus establishing a sea zone that it came from, giving it a retreat option?
    I can’t find this addressed clearly in the rulebook or errata.

    I would say the battleship can do just that (retreat), but it has to indicate that it has moved out into another SZ prior to attacking (during combat movement).  Similiar moves happen with tanks, blitzing thru some other territory to open a retreat option.

    Yup.

  • Official Q&A

    @gamerman01:

    I think I can answer this one.
    Since Japan does not want to lose a fighter and decides to retreat, the submarine must retreat to either SZ51 or SZ46.
    The sub cannot submerge, because submerging is done in place of rolling an attack die.  For the sub to submerge, there would have to be another round of combat.
    Page 30: Submarines - Submersible: Anytime a submarine would otherwise roll the die to attack or defend, it can submerge instead.  Whenever a round of combat starts and a submarine is in combat with only aircraft, it can submerge (before aircraft fire).

    The retreat would be before “a round of combat starts”

    Correct.


  • I was using a new odds calculator this afternoon, and for heavy bombers, it appears to incorporate the “best of the two dice” rule, so each bomber can only score one hit, and there is a 1/9 chance that a heavy bomber will miss.
    I went back to the rulebook to make sure, and on page 12 for technology it says:
    6. Heavy Bombers.  Your bombers are now heavy bombers.  You roll two dice for each bomber when you attack or make a SBR.  On defense, your bombers still roll only a single die.
    On page 19 under “attacking units fire” it says “Roll one die for each attacking unit with an attack value.  … An attacking unit scores a hit if you roll its attack value or less.”
    :-o
    Now I’m wondering if we’ve all been playing wrong on PBF!  I checked the FAQ and errata and didn’t find this addressed.  I’ve seen people talk about this rule online, saying they use the best of 2 dice method (Commander Jen) or the 100% always hit method for conventional attacks.
    However, it appears to me (at this time, anyway) that once again the rulebook is ambiguous!  Can one heavy bomber get two hits?  It is unambiguous in the rulebook  (page 17) that the total of two dice is added together for each heavy on SBR.  But the rulebook does not make it clear whether each heavy can get two hits, or if it just rolls two dice and if one of those is 4 or less it scores a hit.

  • Official Q&A

    Given the context, what is the most reasonable interpretation of “roll two dice for each bomber”?

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