@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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Thank you!
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Can a single unit kill unlimited numbers of unprotected transports?
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Yes. Think of it as attacking the transports and rolling to hit for round after round until they are all sunk.
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This is new to me.
So if a Transport is alone in a sea zone, and a ship or fighter comes in. Attack rolls and misses, the transport can retreat and end the sea zone combat? I always thought it was an auto kill, did no know about the retreat option.
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Only the attacker got the option to retreat.
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Yes, so transports can retreat when they are with an attack force.
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My english isnt very well, but i hope you understand me! :-)
Okay, let us imagine that i have a aircraft carrier with one tactical bomber on it and i have two fighters which are able to reach this aircraft carrier.
Now my question: can i move in the non combat move my tatical bomber from the carrier to a friendly territory and simultaneously land the other 2 fighters on this carrier?! :?and my second question:
if i play ussr and attack japan in t1 i can also capture neutral territorys. Also Pro-Axis territorys? or only pro allies?
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Welcome, Zorrodog! Your English is fine.
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Yes.
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Once USSR declares war, it can immediately attack unfriendly or strict neutral territories and claim friendly neutral territories.
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correct me if I am wrong but i thought carriers were limited to 2 airplanes
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correct me if I am wrong but i thought carriers were limited to 2 airplanes
At the end of the turn. The third one landed elsewhere.
Basically, 1 carrier can service 4 planes. 2 take off and land on land. 2 start from land and end on the carrier.
A lot of players make the mistake of having a carrier per 2 fighters. That’s best for maximizing defense, but for maximizing strike capability and offense, you want 4 fighters per carrier.
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correct me if I am wrong but i thought carriers were limited to 2 airplanes
At the end of the turn. The third one landed elsewhere.
Not just at the end of the turn, but at any given point in time. Zorrodog’s example is OK because one plane left at the same time that two others were arriving.
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correct me if I am wrong but i thought carriers were limited to 2 airplanes
At the end of the turn. The third one landed elsewhere.
Not just at the end of the turn, but at any given point in time. Zorrodog’s example is OK because one plane left at the same time that two others were arriving.
Carriers are limited to carrying 2 planes at the end of a turn. Carriers don’t actually carry planes at any other time during the owning power’s turn, so I’m confused by your distinction.
All he was asking is whether he can swap out planes on a carrier during noncombat, which of course you can.
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I made the distinction simply because a carrier can provide a potential landing space for only two planes, limiting the number of planes that may rely on one for a landing space after combat. While Zorrodog’s example was limited to a noncombat swap, Henz’s statement was potentially much broader. I just didn’t want anyone to read into your answer that they could “juggle planes in the air” as long as there were only two per carrier at the end of the turn, after combat losses.
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yeah my main thought was taking extra planes into a combat expecting to lose some but land the remaining ones after
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yeah my main thought was taking extra planes into a combat expecting to lose some but land the remaining ones after
All planes need to have a legal landing space following the assumption that you will lose nothing and your opponent will lose everything. After combat, all planes MUST land IF they can. So you cannot send 4 planes assuming 2 will die and only having a landing space for 2.
Following the assumption that you will win every battle with zero losses, it is possible to send planes into a fight and in a seperate seazone send a single unit to clear out a massive stack which would (if you were to win) clear the way for carriers to move in noncombat to provide a space. In that instance, the sub would likely die, and the planes would also likely die as they no longer have a legal landing space in the noncombat phase. That’s the only way to legally send planes on a one way mission.
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Reading the rule book, a bit confused on this one. If Japan attacks UK/Anzac pre-USA 3, can the USA opt to come in the game early? Or only if they are attacked themselves pre-USA3.
Also, USA gets the boost at collect income USA 3 or once at war if before correct?
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Reading the rule book, a bit confused on this one. If Japan attacks UK/Anzac pre-USA 3, can the USA opt to come in the game early? Or only if they are attacked themselves pre-USA3.
Also, USA gets the boost at collect income USA 3 or once at war if before correct?
US can enter the war if Japan declared war on UK/ANZAC(So UK can’t attack Japan to get US into war). It collects +30 the turn it goes to war.
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Reading the rule book, a bit confused on this one. If Japan attacks UK/Anzac pre-USA 3, can the USA opt to come in the game early? Or only if they are attacked themselves pre-USA3.
Also, USA gets the boost at collect income USA 3 or once at war if before correct?
US can enter the war if Japan declared war on UK/ANZAC(So UK can’t attack Japan to get US into war). It collects +30 the turn it goes to war.
Is it during the purchase fase or the collect income the US will get +30
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Reading the rule book, a bit confused on this one. If Japan attacks UK/Anzac pre-USA 3, can the USA opt to come in the game early? Or only if they are attacked themselves pre-USA3.
Also, USA gets the boost at collect income USA 3 or once at war if before correct?
US can enter the war if Japan declared war on UK/ANZAC(So UK can’t attack Japan to get US into war). It collects +30 the turn it goes to war.
Is it during the purchase fase or the collect income the US will get +30
Collect income phase. It is a National Objective and behaves as all other National Objectives do.
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1. The game is great and so far my favorite version of Axis & Allies.
2. This forum is brilliant.
3. I think Russia should not be allowed to land planes in the territories of the western allies as long as it is only at war with Japan. Of course it should be allowed to support the East-British territories as long as those are also at war with Japan.Just to be sure that I got the following points correctly:
a) The infantry troops only appear in neutral countries, if they are attacked by an hostile power, yes? If England attacks Finnland, for example, they appear to defend the country against the invasion. If Germany is the first power entering Finnland, the troops don’t appear in order to support the German troops, do they?
b) Chinese territories are the only territories in the game whose occupation never brings a gain to the income of an allied power since China has no capital.
c) In order to make an amphibious assault I can load troops to the transporter before I move it and also afer I moved it already one field, yes? For example: I am allowed to move the transporter to a touching sea zone, load troops on it and move to the next sea zone where the assault will happen? Or do I have to load the transport already in the sea zone the transport starts is turn in?
d) In general I am only allowed to load my transports in safe sea zones = sea zones in which no hostile warship including submarines is positioned, yes?
That’s all for now ;-)