• Founder TripleA Admin

    Just starting the thread for the stream of questions that @Krieghund will have after everybody has a chance to read the rules.

    Also, yes, there will be a rules clarification sheet coming out at some point. For instance, it’s not super clear how much movement aircraft have when you use them as an escort. It both is and is not what you would expect.

  • PantherP Panther pinned this topic on

  • To forestall any questions/concerns about the air unit issue, air units that are on convoy escort duty in phase 1 can use all of their normal movement in the remainder of their turn. Whether or not they were convoy escorts in phase 1, they may either use all of their movement in the combat and noncombat movement phases as normal or be assigned to convoy escort duty in phase 6, but not both. In other words, landing movement at the end of phase 1 does not count against any movement escort air units may make in the remainder of their turn.


  • @Krieghund I also have a cheat sheet that I’ve been working on and Matt has proofread. I’ll post it later but I’ll send it to you now.


  • “Attacking across or moving across an enemy-mined
    border allows the controller to detonate them, as
    long as the territory is Controlled or has enemy
    units present…” -From the cheat sheet under Phase 3

    I cannot find this rule in the rulebook. Can someone help? Where does it state that mines cannot detonate if it does not have ‘enemy units’ present?
    There is actually an example in the rulebook of Italy detonating a mine against an attacking UK dd where no other axis unit (enemy to the UK dd) is present.

    Unless I am understanding this wrong.
    When you are the attacker, moving units into zones with enemy mines, enemy units would be units of the other side?

    ALSO:
    Are German supply tokens only useable for German units? Or can any nation use any other (friendly) nation’s supply tokens for combat purposes?


  • @Derek said in Rules Q&A for North Africa:

    “Attacking across or moving across an enemy-mined
    border allows the controller to detonate them, as
    long as the territory is Controlled or has enemy
    units present…” -From the cheat sheet under Phase 3

    I cannot find this rule in the rulebook. Can someone help? Where does it state that mines cannot detonate if it does not have ‘enemy units’ present?
    There is actually an example in the rulebook of Italy detonating a mine against an attacking UK dd where no other axis unit (enemy to the UK dd) is present.

    Unless I am understanding this wrong.
    When you are the attacker, moving units into zones with enemy mines, enemy units would be units of the other side?

    Land mines are active only in territories that contain a control marker and/or units of the owning power. Thus, a control marker and/or units of a power that is an enemy of the moving/attacking power must be present in order for detonation to occur. This is true only of land mines, as sea mines are always active. See pages 26 and 27 of the Rulebook.

    ALSO:
    Are German supply tokens only useable for German units? Or can any nation use any other (friendly) nation’s supply tokens for combat purposes?

    Supply tokens are not owned by any power, so any power may use them, provided they are not in a territory that is controlled by and/or contains combat units of an enemy power. See page 18 of the Rulebook.


  • @Krieghund

    Phase one has units in convoy move to ports. The part on phase 6, however, notes that units will be in convoys for one full round before unloading. Is this the statement of a new rule or simply a reaffirmation of prior rules that lead to this being the case (page 25)? Thank you!


  • @SuperbattleshipYamato The latter. By placing units in convoys at the end of your turn, they remain at sea through everyone else’s turn before they can land in port on your next turn.


  • @Krieghund

    Oh! I understand now. Should’ve realized that phase 1 only applied to your own units in convoys.


  • @Krieghund

    Do supplies cost reinforcements points? Or is the limit simply the 5 allowed per power each turn (10 for the US)? Thank you!


  • @SuperbattleshipYamato Supply tokens cost 1 RP each or 5 for 3 RPs. See the Reference Charts for the RP cost of reinforcements.


  • @Krieghund

    About the optional rules:

    The rules say that an Allied combat sea unit in the Suez Canal convoy sea zone prevents the Axis from mining that sea zone. Does this include submarines? And does an actual battle between the bomber and sea unit occur, or do the Axis simply don’t get the chance to place the mine? And I assume that the bomber in Crete can still move normally in phases 3 and 5? Thank you!


  • @SuperbattleshipYamato said in Rules Q&A for North Africa:

    The rules say that an Allied combat sea unit in the Suez Canal convoy sea zone prevents the Axis from mining that sea zone. Does this include submarines?

    Yes.

    And does an actual battle between the bomber and sea unit occur, or do the Axis simply don’t get the chance to place the mine?

    The latter.

    And I assume that the bomber in Crete can still move normally in phases 3 and 5? Thank you!

    Yes.


  • @Krieghund

    To clarify, it seems like defending units that aren’t submarines hit by submarines in surprise strikes no longer fire back in step 2. This is different from the rules for Global 1940 and other editions, right? Thank you!


  • @SuperbattleshipYamato It’s not different. The only units that fire back after being hit by a Surprise Strike are other subs doing the same thing or units that can take two hits and have only taken one.


  • @Krieghund

    Really? Even for units that are attacking? I guess I misunderstood the rule and have been doing it incorrectly the whole time. The rule makes a lot more sense though. Thank you!

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