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AAG40 FAQ
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@Young:
Germany moves ships into an empty SZ#110 for an amphibious assault on London. Is it true that the UK only needs to scramble 1 air unit to void all naval bombardment? Thankyou for your answers in advance.
Yes. The Alpha + .2 rules state “They (the scrambled planes) may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present. In either case, resolve combat as usual during the Conduct Combat phase.” Since the naval units cannot participate in more than one battle per turn, they cannot bombard.
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So if I have 20 ships and 1 fighter scrambles, I can’t choose to ignore the fighter with half my fleet, but rather I must deal with it with my whole fleet and relinquish all bombardments. Is that what you 're saying?
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@Young:
So if I have 20 ships and 1 fighter scrambles, I can’t choose to ignore the fighter with half my fleet, but rather I must deal with it with my whole fleet and relinquish all bombardments. Is that what you 're saying?
Yes. If you could ignore it with 10 out of 20 ships then you could ignore it with 1 out of 2 ships, which might make the rule make a bit more sense.
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The ships were in combat, so their movement stops there. Thats the strategic advantage of scrambling.
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in combat move phase could a mehcanized infantry move trough an allied teritory and then into an enemy teritory?
IE an italian mech moves from south italy trough north italy to attack france.also in noncombat move can ships leave a sea zone they just fought in IE germany attacks 1 uk destroyer with 2 crusiers and wins would they then be allowed to move in noncombat move?
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@i:
in combat move phase could a mehcanized infantry move trough an allied teritory and then into an enemy teritory?
IE an italian mech moves from south italy trough north italy to attack france.also in noncombat move can ships leave a sea zone they just fought in IE germany attacks 1 uk destroyer with 2 crusiers and wins would they then be allowed to move in noncombat move?
Yes, any unit with a movement of two can go through an allied territory to attack an enemy territory.
Units cannot do both a combat and a noncombat move, so no.
Edit: Air units are a separate case.
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So they can’t move in non combat Evan if they only moved once?
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No. Land and sea units may not move in noncombat movement after having made a combat movement and/or participated in combat.
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So, what I am reading is that Air units can make a combat move up to four zones there and back and then a non-combat move of up to four zones?
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So, what I am reading is that Air units can make a combat move up to four zones there and back and then a non-combat move of up to four zones?
No. When you move an air unit you cannot exceed its movement (4 for fighters/tactical bombers, 6 for strategic bombers, more if certain technology is researched). If it is meant to participate in a battle (limited to one) in that move, then you move it there for its combat move. After all combat is finished you move it the remainder of its flight (remember, you can’t land planes in territories you have captured on that turn except for onto carriers in sea zones, and if there’s nowhere for the plane to land you can’t send it in the first place unless it was caused by the destruction of an aircraft carrier).
Edit: removed inaccurate information
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So, what I am reading is that Air units can make a combat move up to four zones there and back and then a non-combat move of up to four zones?
No. They move into battle in combat movement and then back to a friendly space in noncombat movement. The total of these two movements cannot exceed the unit’s movement value. However, if an air unit does not move at all in combat movement, it may move up to its full movement value in noncombat movement.
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i have a question, this has always bugged me. if you move into a hostile, but unnoccupied terrtitiory with a tank, can you then move to a freindly territory. because previously it was said you cant do a combat move and a ncm
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i have a question, this has always bugged me. if you move into a hostile, but unnoccupied terrtitiory with a tank, can you then move to a freindly territory. because previously it was said you cant do a combat move and a ncm
Yeah, that’s the tank’s special blitzing rule (it can also bring a mechanized infantry on a 1:1 ratio). It’s all a combat move, though - not a combat move and a non-combat move.
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Can you move 2 (with mech or tanks) onto a transport?
Can you move 2 (with mech or tanks) off of a transport?
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Can you move 2 (with mech or tanks) onto a transport?
Can you move 2 (with mech or tanks) off of a transport?
I’m not really sure what your question is.
A transport can hold 1 of any land unit, plus one (non-mechanized) infantry. So it can have a tank/mech. infantry/artillery/AA gun/infantry and an infantry. It can’t hold both a tank and a mechanized infantry. If they’re being loaded in the same turn, it has to be in the same phase (both during the combat phase or both during the non-combat phase) and they have to be offloaded in the same phase as well. If they’re being loaded and offloaded in the same turn it has to be within the same phase (you can’t load in the combat phase and offload in that turn’s non-combat phase).
Edit: It seems that your post may be better answered below, depending on what exactly the question was.
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Can you move 2 (with mech or tanks) onto a transport?
Can you move 2 (with mech or tanks) off of a transport?
No, a tank or mechanized infantry may not move into a coastal territory and than board a transport within the same phase. Nor may they move 1 space after exiting a transport within the same phase. Tanks and mechanized infantry must begin their turn in the territory they are boarding from and end their turn in the territory they are exiting onto.
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As long as we are discussing changes…
1. I think there is something wrong with the fact that a maximum damage (6) minor IC can build one unit after 4 IPCS of repair while a maximum damage major IC (20) needs to spend 11 IPCS to do the same. A heavily bombed player may even wish they could replace their own majors with minors under the current rules if the game is not going well for them. It just seems to not mesh with the idea of the territory being more heavily industrailized. Or maybe it was intended to go with a “The bigger they are, the harder they fall” philosophy.
2. I haven’t tested this yet, but I’d like to try counting mech inf as the same as an inf for transport purposes. IE, a transport can carry any 2 units as long as at least one is an inf or mech. The reason for this is simply because in the european theatre the USA and Commonwealth (except for a few early war units in the mid-east) infantry were fully motorized. I’d like to be able to replicate that without being penalized by having half empty transports, but maybe every trans carrying a tank and a mech is just too much.
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As long as we are discussing changes…
1. I think there is something wrong with the fact that a maximum damage (6) minor IC can build one unit after 4 IPCS of repair while a maximum damage major IC (20) needs to spend 11 IPCS to do the same. A heavily bombed player may even wish they could replace their own majors with minors under the current rules if the game is not going well for them. It just seems to not mesh with the idea of the territory being more heavily industrailized. Or maybe it was intended to go with a “The bigger they are, the harder they fall” philosophy.
2. I haven’t tested this yet, but I’d like to try counting mech inf as the same as an inf for transport purposes. IE, a transport can carry any 2 units as long as at least one is an inf or mech. The reason for this is simply because in the european theatre the USA and Commonwealth (except for a few early war units in the mid-east) infantry were fully motorized. I’d like to be able to replicate that without being penalized by having half empty transports, but maybe every trans carrying a tank and a mech is just too much.
1. You have a point there. SBR isn’t too popular in this game, though.
2. That’s why I prefer to have mechanized infantry as a technology rather than a separate unit.
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1. What is Alpha +2 I hear mentioned alot?
2. UK cannot scramble fighters in the standard rules, correct?
3. If I have an industrial complex in Romania, the Turkish straight is still controlled by Turkey so its closed, can I still build sea units in sea zone 100, they just cant leave until the straight is opened? (If the question makes no sense basically Russia is moving all its units towards Barbarrosa so I want to basically drop units into Caucasus via transports in z100 behind thier main line to put pressure on Stalingrad or to pincer his other units).
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@oly:
1. What is Alpha +2 I hear mentioned alot?
A creator (Larry Harris) developed and endorsed setup and rule adjustment to correct some perceived imbalances in A&A 1940 Pacific (alone) and A&A 1940 Global. It can be used for AA1940 Europe as well, although the theater specific games haven’t been tested as extensively as Global. Theoretically, it should be a more interesting setup as it provides Italy with a navy that can possibly survive round one and some rule changes that prevent the Norwegian US major factory problem.
@oly:
2. UK cannot scramble fighters in the standard rules, correct?
Correct. Per OOB rules, the UK is not an “island” per the definition of the game. Alpha .2+ rules keep the definition of “island” the same, but allow airbases to scramble to any coastal seazone adjacent to the airbase territory.
@oly:
3. If I have an industrial complex in Romania, the Turkish straight is still controlled by Turkey so its closed, can I still build sea units in sea zone 100, they just cant leave until the straight is opened? (If the question makes no sense basically Russia is moving all its units towards Barbarrosa so I want to basically drop units into Caucasus via transports in z100 behind thier main line to put pressure on Stalingrad or to pincer his other units).
Yes.