@genken Might be cool to have a house rule that 1) 1, 2 or 3 the ship is damaged in a way that it moves at half but attacks full or 2) 4, 5, or 6 it is damaged in a what that it moves 2 spaces but attacks with a hit on 1 or 2 vs 4 normally.
AAG40 FAQ
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can an aagun activate a pro neutral army by moving into the neutral territory in noncombat?
The rules as written say yes, but the FAQ may say no. It’s under discussion.
do air units get to retreat like all other units?
all other units can use their maximum movements to enter a battle, then retreat back to a territory or seazone that they came from. i am reading other posters saying that airunits do not get to retreat like all other units, this does not seem congruent with the rest of the rules.
Air units have a unique set of movement rules, different from those of other units. For example, they are the only units that may move in both combat and noncombat movement. This makes their retreat movement different from that of other units. Unlike other units, after retreating they remain in the contested space until the Noncombat Move phase, then they use their remaining movement to find a place to land. If they have already used up all of their movement (legal only at sea), they’re stuck in the hostile space, which most often means they’re destroyed.
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The rules as written say yes, but the FAQ may say no. It’s under discussion.
It doesn’t seem like it would come into play very often. I like the idea of rewarding clever play, as it would be a non combat move. I’d say keep it as is, in the rules.
If you are allowing your enemy to move across the board with unescorted AAguns, maybe they should activate friendly neutrals to encourage you to attack. When does this come into play, after someone attacks true neutrals?
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can an aagun activate a pro neutral army by moving into the neutral territory in noncombat?
The rules as written say yes, but the FAQ may say no. It’s under discussion.
do air units get to retreat like all other units?
all other units can use their maximum movements to enter a battle, then retreat back to a territory or seazone that they came from. i am reading other posters saying that airunits do not get to retreat like all other units, this does not seem congruent with the rest of the rules.
Air units have a unique set of movement rules, different from those of other units. For example, they are the only units that may move in both combat and noncombat movement. This makes their retreat movement different from that of other units. Unlike other units, after retreating they remain in the contested space until the Noncombat Move phase, then they use their remaining movement to find a place to land. If they have already used up all of their movement (legal only at sea), they’re stuck in the hostile space, which most often means they’re destroyed.
thanks for your quick, well detailed, and informative responses.
have air unit retreats worked the same way in past versions of the game?
i think i have been playing revised, anniversary, aa42, and pacific incorrectly this whole time. but the situation is pretty rare, so hopefully none of the games would have different results.
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have air unit retreats worked the same way in past versions of the game?
Pretty much. The only difference was in Revised, where air units returned from combat immediately after the battle rather than in the Noncombat Move phase (though most people don’t play that way). However, they still didn’t get an extra movement point when retreating.
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Air units have a unique set of movement rules, different from those of other units. …… Unlike other units, after retreating they remain in the contested space until the Noncombat Move phase, then they use their remaining movement to find a place to land. If they have already used up all of their movement (legal only at sea), they’re stuck in the hostile space, which most often means they’re destroyed.
May the air unit stay in the hostile space if it is to be on a mobilized Aircraft Carrier in that space?
(AAE40>page 22>Restritions on Placement>allows mobilized fighters onto moblized AC while in a hostile space) -
Thanks Yope.
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In fact, a fighter or tactical bomber may also make a noncombat movement into such a sea zone.
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Krieghund,
Question…thought it would be more respectfiul to ask you here rather than putting a post:
I posted a Bombardment question on the form. Remembering when waiting for the Global game, of whats to come and surprises etc, I thought I read there was going to be Blockhouses in Europe, like in the D-Day game. Was this thought about deciding the next game of AAE40/Global…?
I think that having blockhouses would be a great concept in the games to have, and be a real trick to avoid enemy shore bombardments or the gamble for the enemy to take the risk, and that it’ll be the only way the land defending the ships can attack with a defence of maybe 2/3. In D-Day it’s a brilliant concept to have being the Axis. Maybe something for the next future projectsThanks for an truly great game.
Oh, when is the Europe rules going to be avalible on line please…?
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There was some talk of blockhouses in the game, but it all came from the fans. There was never any plan to put them in.
I don’t know for sure when the rules will be available on-line. Hopefully it will be soon.
We’re glad you’re enjoying the game!
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If i upgrade the minor complex in Novgorod… can i place more of three units in the same turn (in my ex. it’s the 1st turn)?
37 IPC - 20 to upgrade
- 17 5 fanti -
If i upgrade the minor complex in Novgorod… can i place more of three units in the same turn (in my ex. it’s the 1st turn)?
37 IPC - 20 to upgrade
- 17 5 fantiYou can’t upgrade that factory.
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If you could upgrade it, you could also mobilize up to three units there in the same turn.
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Stefano, what neither Calvin nor Krieg mentioned is that the reason you cannot upgrade that factory is that a territory must be worth 3 IPC’s to support a major factory. Novgorod is only worth 2, so it can never have a major complex on it.
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good catch on the value of that territory.
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No worries K, thanks for the answer!
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If you could upgrade it, you could also mobilize up to three units there in the same turn.
Thank you very much. I didn’t see Novgorod is only 2 IPC… :-)
Sorry!
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Stefano, what neither Calvin nor Krieg mentioned is that the reason you cannot upgrade that factory is that a territory must be worth 3 IPC’s to support a major factory. Novgorod is only worth 2, so it can never have a major complex on it.
You’re right! Sorry. :-)
I didn’t see it.
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Okay Yoper, thanks.
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How does it work when a power wants to move sea units through occupied sea zones with neutral powers? I know a sub doesn’t block, and a transport doesn’t block regardless of the state of war, but do surface warships of neutral powers block the movement of your surface warships?
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If you’re not at war with a power, its ships don’t block your ships’ movement.