• Hi,

    I know I read this somewhere but can not seem to find it:

    My understanding is that there is one canal zone that subs can move through if not controlled by a friendly country. I seem to recall that this was Gibralter.

    Is this true? Are there any others?

    Thanks!

  • '18 '17 '16 '11 Moderator

    Submarines may pass through the Strait of Gibraltar regardless of control.  Surface warships must have Gibraltar under friendly control to pass from SZ 91 to SZ 92 or SZ 92 to SZ 91.


  • @Cmdr:

    Submarines may pass through the Strait of Gibraltar regardless of control.  Surface warships must have Gibraltar under friendly control to pass from SZ 91 to SZ 92 or SZ 92 to SZ 91.

    And as you like to do, Jenn, I will add some clarification…  :-)

    As with pretty much everything else in A&A, you must have had control of Gibraltar at the start of your turn.  That is, you can’t take Gibraltar over from the other side and then non-com through the Strait with surface ships immediately after taking it…

  • '18 '17 '16 '11 Moderator

    @gamerman01:

    @Cmdr:

    Submarines may pass through the Strait of Gibraltar regardless of control.  Surface warships must have Gibraltar under friendly control to pass from SZ 91 to SZ 92 or SZ 92 to SZ 91.

    And as you like to do, Jenn, I will add some clarification…  :-)

    As with pretty much everything else in A&A, you must have had control of Gibraltar at the start of your turn.  That is, you can’t take Gibraltar over from the other side and then non-com through the Strait with surface ships immediately after taking it…

    Yea, don’t that just suck?


  • Like my Dad always used to say, it’s fair for both!  :-)

  • '18 '17 '16 '11 Moderator

    @gamerman01:

    Like my Dad always used to say, it’s fair for both!  :-)

    In the words of the whiney little bitches: “It’s equally unfair!”


  • Another question:

    For the chinese; if all (100%) chinese territory is taken but the chinese had money left over their previous round, is that money saved and can then be used if the chinese are then liberated in a future round? ie if the chinese had 3ipc before all their territory was taken then a single territory is liberated, can the chinese immediately use their previous 3ipc to drop an inf? Or is their money assumed lost if all territory is taken.

    thanks!


  • You are right.  China never has their money plundered.  You could save 20 or 30 IPC’s for the time when China is later liberated, and then drop 10 men on one territory.  Some day I will do that, to exploit the ability of China to buy unlimited men on a single territory at any time.


  • Some final questions :

    1. About convoy disruptions. How are convoy disruptions carried out in a seazone that is adjacent to TWO territories. e.g. sz101 adjacent to central and eastern us. If my enemy has like 5 subs and 3 destroyers,i would only lose 12 ipcs right?since the maximum loss is only 12 and not 20…
    OR
    us loses 25 ipcs , having to lose 12 for central US and 13 for eastern us, indicating that IPCs are lost for each territory.
    OR
    us simply loses 13 ipcs, maximum ipcs lost being 20

    2.And what if my ally and I control two territories adjacent to a seazone that conducts convoy disruptions. How are the IPCS subtracted? e.g. france controls southern france and uk controls spain while their are 3 italian destroyers in sz 93.

    3. Finally,isn’t the Turkish straits somewhat functioning like a canal since Greece and Turkey are connected?

    Thanks :)


  • @Krieghund:

    @dcandf5:

    If france is captured by germany,and uk moves its units into french equatorial africa, uk does not get the ipcs? uk must wait for Italy to capture the territory( french equatorial africa) and then recapture it in order to gain the ipcs?

    Correct.  Then it must hand the territory back over to France immediately if France (Paris) is liberated.

    @dcandf5:

    If I have an AA gun and a Major industrial complex in my capital and my opponent strategically bombs it. Do the AA Gun and the major industrial complex get to fire?Or only one of the two?

    Only the industrial complex fires.  AA guns only fire in general combat.

    So what if,in a very rare case,the AA Gun is targeted to be strategically bombed. It gets to fire back right? Thanks for clearing the mix up :)


  • or AA Guns cannot be strategically bombed? Sorry,i’m kinda confused with this


  • @dcandf5:

    Some final questions :

    1. About convoy disruptions. How are convoy disruptions carried out in a seazone that is adjacent to TWO territories. e.g. sz101 adjacent to central and eastern us. If my enemy has like 5 subs and 3 destroyers,i would only lose 12 ipcs right?since the maximum loss is only 12 and not 20…
    OR
    us loses 25 ipcs , having to lose 12 for central US and 13 for eastern us, indicating that IPCs are lost for each territory.
    OR
    us simply loses 13 ipcs, maximum ipcs lost being 20

    None of the above!  US loses 13, but the maximum would be 32.

    2.And what if my ally and I control two territories adjacent to a seazone that conducts convoy disruptions. How are the IPCS subtracted? e.g. france controls southern france and uk controls spain while their are 3 italian destroyers in sz 93.

    France loses IPC’s on France’s turn, and then the UK loses IPC’s on UK turn.  But this is only if those danged Italian destroyers are parked there at the end of France’s turn, and then the end of the UK’s turn.  Basically, the rule is you just check for convoy raiding when you’re collecting money with each power.  Enemy warships in your convoy zones?  Then subtract money collected accordingly.  So yes, a single sub could potentially disrupt income from more than one power (probably up to 3 or 4 are possible in some locations, I’d have to look.  But that’s just trivia) in a single round of play.  Convoy raiding is looking better all the time, no?

    3. Finally,isn’t the Turkish straits somewhat functioning like a canal since Greece and Turkey are connected?

    That’s right.  You have to own Turkey to go through.  Both sides of the Dardanelles are Turkey, so you don’t have to control Greece.


  • @dcandf5:

    or AA Guns cannot be strategically bombed? Sorry,i’m kinda confused with this

    This.  The only Strat bomb targets are industrial complexes and naval and air bases.  Note that in Alpha2 (I don’t think you could in OOB) Tac bombers can strat bomb bases, but not complexes.  (That is, in OOB Tac bombers can’t strat bomb anything at all)

    AA guns are now purely for air defense in conventional battles where there are attacking aircraft.  They are never involved in SBR’s.  In Alpha2 they only cost 5 instead of 6 because they are removed from play when captured (this was my suggestion to Larry, and he actually listened!  :-D  Although if I didn’t suggest it someone else was probably going to).  No more getting shot down by your own former AA gun!


  • hello people i am new here so excuse me if i ask an obvious question :-D
    since a submarine and air units cannot attack each other without destroyer what happen if say i had a submarine vs a fiter and a cruiser. i was the attacker and i scored a hit with my submarine. my opponent wanted to save his planes as he was preparing for a big attack on my capital. he chose his cruiser as a casualty. then,  the fighterr missed on his turn. what happens when a surviving submarine and fighter is in pplay. since they cannot fire at each other.

    also:
    how does an aircraft carrier move with respect to the planes on it moving as well? since aircraft carriers have 2 move space. do they add 2 move spaces to the planes on them? i am lost here. :(

    with that said:
    another question.i do not understand what is the significance of the aircraft carrier. my friend says that they’re advantages are for defending and if there are two fighters loaded onto it,the defense values of the carrier and planes are 4-4-2,being quite good.he also said that they allow planes to land.is that it? i dont find them very useful compared to like 2 destroyers.

    thanks !


  • thanks for your quick reply gamerman :)!


  • sorry guys another thought just hit me.
    I understand that destroyers cancel the surprise strike and submerse abilities of a submarine,but does the dd have to be present in combat?
    e.g. i have 1 destroyer and 1 battleship going up against 1 sub. if the sub gets lucky,rolls a one and if i chose to take my destroyer as a casualty,does the submarine sort of recover its surprise strike and submerse ability since the destroyer has been destroyed?meaning that it now attacks my battleship first and if it hits,it cant fire back.


  • @dcandf5:

    sorry guys another thought just hit me.
    I understand that destroyers cancel the surprise strike and submerse abilities of a submarine,but does the dd have to be present in combat?
    e.g. i have 1 destroyer and 1 battleship going up against 1 sub. if the sub gets lucky,rolls a one and if i chose to take my destroyer as a casualty,does the submarine sort of recover its surprise strike and submerse ability since the destroyer has been destroyed?meaning that it now attacks my battleship first and if it hits,it cant fire back.

    Yes, as soon as you lose your last destroyer, in the next round of combat the sub gets all of its special abilities back.  Submersible, and surprise strike…  As soon as you lose that destroyer, the sub can submerge the next round before you can fire again with the battleship.  If you really want to get the sub, you maybe should damage your battleship so it can’t get away.


  • @amagicgiraffe:

    hello people i am new here so excuse me if i ask an obvious question :-D
    since a submarine and air units cannot attack each other without destroyer what happen if say i had a submarine vs a fiter and a cruiser. i was the attacker and i scored a hit with my submarine. my opponent wanted to save his planes as he was preparing for a big attack on my capital. he chose his cruiser as a casualty. then,  the fighterr missed on his turn. what happens when a surviving submarine and fighter is in pplay. since they cannot fire at each other.

    Newbie questions welcome.
    You’re right, subs can only hit other naval vessels and never aircraft.  Once you are down to only subs vs. aircraft, the battle is over.

    also:
    how does an aircraft carrier move with respect to the planes on it moving as well? since aircraft carriers have 2 move space. do they add 2 move spaces to the planes on them? i am lost here. :(

    The best way to think about this rule is that planes must take off from carriers at the beginning of the move.  Carriers never extend the movement beyond 4 of the planes. (Never is a strong word.  Here is the exception: If you have an ally’s planes on your carrier, your carrier could move up to 2 spaces during your turn, carrying the ally’s fighters.  Then on your ally’s turn, he can fly the 4 spaces with his fighters.  In one game turn, the fighters could have traveled 6 spaces.  But the saying holds true that a fighter can never ever move more than 4 spaces during ITS turn (on that power’s turn).  And of course, this is not considering the long range aircraft tech.  IIRC it’s 5 spaces with LRA, so then those fighters can’t fly more than 5 during it’s respective power’s turn, etc.)

    with that said:
    another question.i do not understand what is the significance of the aircraft carrier. my friend says that they’re advantages are for defending and if there are two fighters loaded onto it,the defense values of the carrier and planes are 4-4-2,being quite good.he also said that they allow planes to land.is that it? i dont find them very useful compared to like 2 destroyers.

    Oh my goodness.  :-)  Your friend is on to something.  Carriers are AWESOME.  There are so many advantageous characteristics of aircraft carriers, I know I’ll forget some.  Here are a few:

    1. Allow your fighters to defend your fleet.  If you already have fighters, adding a carrier adds that 4-4-2 all for the price of 16.  That is far and away better than any other naval purchase (if you already have the fighters and they’re not needed to defend land)  Fighters costing 10 and defending at 4 are vastly superior to destroyers costing 8 and defending on a 2, in terms of fleet defense.  To get fighters defending at sea, you must have carriers.
    2. Add a tremendous amount of attacking options for your fighters.  Your fighters have to have a safe place to land.  You can’t land on territories that you didn’t own at the beginning of your turn.  Carriers are floating islands for your fighters.  1 Carrier could service 4 fighters, effectively.  Imagine 2 on the carrier take off and attack and then land elsewhere.  2 fighters from elsewhere attack and land on the carrier.  For maximum defense, you want 2 fighters per carrier.  For maximum attack, you want 4.  Having 3 per carrier is a nice in-between strategy.
    3. You can play catch.  Multiple carriers can create synergies.  Apparently you’ve never played anyone who knows how to use this, because if you did you wouldn’t be saying you don’t find carriers useful.
    4. In Global 1940 carriers are capital ships that can absorb a hit without sinking.  So you’re getting 2 hits for 16 bucks (same as destroyers) but yet you have all the capabilities of carriers to carry fighters.  If your carrier(s) survive the battle, they repair for free at a naval base, so right there they have a huge leg up on destroyers.
    5. In Alpha2 version, Tac bombers can strat bomb bases.  Carriers can get those tacs in position to bomb more bases, or pick them up when they’re done.

    Not an exhaustive list, because I am exhausted.  In short, carriers are one of the most useful units in the game, and every good A&A player knows how to exploit their abilities to the max.  Carriers = options.  Options = advantage.
    Cheers  :-)


  • arggh i see now :-D. carriers have many uses.thank you!
    but i still need some clarification for the first question though,the seazone has a fighter and a submarine after the combat.lets say the situation was reversed, the guy with the fighter was the attacker and the guy with the sub was the defender. Does the player with the fighter retreat his fighter to any friendly adjacent place(friendly land and seazones) like how it does when a carrier carrying it is gone?

  • Official Q&A

    The one space movement for a fighter after its carrier is sunk only applies to defending fighters.  When attacking, fighters use their remaining movement after the battle in noncombat movement to land.

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