Axis and Allies 1914 FAQ/Question and Answer Thread

  • Official Q&A

    Welcome, SirSonic!

    The Wizards support guys really do try, but they’re not always familiar with the rules quirks of individual games.  In this case, they’re falling victim to applying rules from WWII games to a WWI game.  Here are your answers:

    @SirSonic:

    1a. If a fighter is part of a defending force and that tt gets attacked and the tt remains contested, the defending fighter then has to move out or would it remain there?

    It remains there.

    @SirSonic:

    1b. And if the tt is contested (and the defending fighter remains there) can that same fighter attack out of it to another battle (right next to it lets say) (on the defenders next turn) or 1c. does it have to follow the moving out of contested tt rule whereby the units moving out of a contested zone can’t attack a new tt. (it might only say land units so it seems the fighter could make an attack from the contested tt)

    That restriction applies only to land units, and therefore not to fighters.  They may move anywhere they may normally move when leaving a contested territory.

    @SirSonic:

    1d. So you are saying if an attacking fighter moves into a battle which makes the tt contested the attacking fighter has to move again back to a non-contested space?

    No.  In fact, it may not move again in the same turn, as there is only one movement phase.

    @SirSonic:

    2. Do the two halves of Constantinople count as one so no transports are required like with egypt.

    Yes.

    @SirSonic:

    3. The Russian revolution - How are allied units inside Russia delt with?

    Other Allied powers may no longer move units into original Russian territories that are either controlled by Russia or shared between Russia and the Central Powers.  Any such units remaining in those territories at the end of their next respective turn will be removed from the board at that time.

    See the “official” unofficial FAQ for more clarifications on the Russian Revolution.


  • @SirSonic:

    2. Do the two halves of Constantinople count as one so no transports are required like with egypt.

    Krieg answered the Constantinople part, but to be clear, the territory “Egypt” includes the Sinai peninsula (the little grey part east of the Suez canal) and thus units require no transport to move between Egypt and Trans-Jordan.

    Now for my own question: Are Crete and Cyprus (in SZ 19) considered part of Greece or are they the only non-territories on the map?

  • Official Q&A

    Islands without names are not territories.


  • If major allied tt like Albania gets activated and gets attacked by Austria and taken over.  Then France comes in and liberates it.  Does France control it or liberate it for Italy.  (If they control it they would then get the income but if they liberate it they would just give control back to Italy and they would get the income on their next turn if they retained it….)
    I think I read something similar that France would then control it like Belgium would get controlled by Brittan if they took it back from the Germans.  So the allied-neutral only plays a part for the one time initial activation and does not indicate any income link…basically they are treated like a controlled neutral after they are activated?

  • Official Q&A

    @SirSonic:

    So the allied-neutral only plays a part for the one time initial activation and does not indicate any income link….basically they are treated like a controlled neutral after they are activated?

    Correct.


  • hi, i am ron and new here, and i am from the netherlands so my englisch is not that great.
    i got all the axis and allies games and bought the ww1 edition last week, but some questions about the rules, hope someone can help so here we go;

    1, when a tt is contested witch lets say france and german, can you put for example  britain units ( the units are already on a land tt ) on it to defend without start a fight with german. ik know amphibous assault you can do this

    2 when i put a fighter from usa on a tt that is contested  with lets say again france and german and there are none american
    land units, have the france artillery than air supremacy and recieve a 4 hit frome the american fighter assume there is none german fighter

    3  i understand the american rules but for understanding it good the foolowing: america can buy units and  move units and get money starting from turn one. america can only not attack but can put units on allies tt to defend, and ofcourse when that country is attack they are involved in the war

    4 about minor countrys without a cappital like belgian congo and angola, when they are attacked there are no units to put on to defend, so only minor tt with a big sign flag you put units on to defend, the smaller ones you can occupy without a fight.

    for now that it, only some comment about the game.
    Ofcourse mutch to less fiches, no mony and the production chart sucks, glad i got a lot of games to compensate is, and play time is not hours but days, but glad for a new game and so far its good

    greatings ron

  • Official Q&A

    Welcome, Ron!

    1.  Yes.

    2.  You can’t land a US fighter in a territory without other US units.  Each group of units in a territory belonging to the same power must contain at least one infantry unit.  However, in a case where there are units from multiple powers defending together, all of the artillery present benefit from air supremacy.

    3.  The US can’t move units outside of the United States of America before it’s at war.  See the rules clarifications for more information.

    4.  Correct.


  • Hi, thanks for the very fast reply.

    greetings ron


  • HI, still trouble with america.
    So america can not move any units till start round 4. land units stay on land and sea units stay in zone 1.
    But does it recieve money for the first 3 rounds, and can i buy units and put them only on land ore can i also buy naval units and put them in sea zone 1
    Than other question about the rule 1 infantery on a tt.
    is this rule only for tt witch are not original tt from the start, ore only on minor tt

    greetings ron

  • Official Q&A

    @brunssum:

    So america can not move any units till start round 4. land units stay on land and sea units stay in zone 1.

    It can’t move land units or fighters.  It can move sea units, but it can’t load anything onto its transports.

    @brunssum:

    But does it recieve money for the first 3 rounds, and can i buy units and put them only on land ore can i also buy naval units and put them in sea zone 1

    Correct.

    @brunssum:

    Than other question about the rule 1 infantery on a tt.
    is this rule only for tt witch are not original tt from the start, ore only on minor tt

    It applies to all territories.  It’s important to note that this doesn’t mean that you need to keep an infantry in every territory you control - it’s OK to leave a territory empty.  It just means that you need to keep an infantry in every territory in which you have units.


  • Hi, ok first thanks for all the work, and i think i get it right now.
    Till next problem.

    greetings ron


  • Hi, i am reading a lot about the russian revolution, about removing units, cp stil get the money etc…
    I know all the other a&a games, so this is the first time a nation is removed by political reasons.
    But i see its optinial so the question is, the player who controls russian can he deside when he see he is gonna loose
    than must  ocure the revolution in round 4 ore can you just play with russian the whole game without a revolution
    we played a few games and we did not used the revolution

    greetings ron

  • Official Q&A

    It’s not up to the Russian player to decide whether there will be a revolution.  It happens automatically if and when the conditions are met.  It’s possible that the conditions may not ever be met.  The revolution is optional in the sense that players must agree before the game begins whether or not the rule will be in effect.


  • Hi, ok so before the game start we have to decide if we use that rule, and when we use it we have to follow the rules when it occure.
    ok thx again

    greetings ron

    by the way, do you get paiyed for answering all this


  • Hi, its not really related to this game but a question about dices.
    using dices can something be verry annoying, sometimes they end in a corner in the livingroom.
    so sometimes we use low luck, but i read something about  color scheme, you have to use 12 dices with a card ore something
    so, does someone knows how it work exacly.

    greetings ron


  • Had my first playthru yesterday.  A couple of questions came up, appreciate your time in answering them.

    1. If you start the turn in a seazone containing an enemy minefield and move OUT of the space you wouldn’t roll for mines?

    2. Likewise if your ships remain in an enemy minefield for more than one turn they roll for mines again each turn they are there even though they haven’t moved?

    3. Can UK ships be mobilized in India?

    Thanks for your time!


  • Hi Meatlord.
    1. That is correct.
    2. No. You only roll for mines the turn you go in(if at war).
    3. No. Need a Naval Base and there is not one in India.


  • A Sub attacks a Cruiser and misses. The Cruiser misses too. The Sub chooses to submerge instead of roling a dice. Is the cruiser allowed to attack the sub while it submerges?

    Sorry can´t find my rulebook…

  • Official Q&A

    Yes.


  • Yes it does.
    The Sub can  submerge instead of rolling its attack, but the Cruiser gets a shot.
    Alternatively, The Sub could also retreat and avoid combat completely  in the second round.

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