@Krieghund
Thanks heaps
Axis and Allies 1914 FAQ/Question and Answer Thread
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gtsg,
If you load the transports in SZ12 and then move them into SZ11…you would have to engage in warfare since SZ11 would be a hostile sea zone (Rulebook: Page 11). The battleships are surface warships and you would need to conduct combat before you could offload the critical artillery (Rulebook: Page 16) into Berlin.
Hope this helps!
-Soup
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ok but i can move my 2 transports without any cargo to the protection of my BB (since it will be repaired and joined with fresh navy) without an attack on the british squadron :| cheers
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gtsg,
Once you move those transports into the SZ11 and leave them along with the battleship, you will engage in combat with the british battleships.
Surface warships cannot other surface warships, and the transports would be claimed last in any casualty count.
-Soup
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refering to page 20 of the rule book “when you have warships (not transports) in a seazone containing enemy ships, you can elect to attack them or not attack them” which in my opinion means you always have a choice between attack or doing nothing or moving out.
so I could move these transports in since there is a warship of the germans to protect it and the transports have no combat value so are not considered warships as the rules see them.
or can this only be used with ships that start the round in hostile seazones :| :-D
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gtsg,
That passage on Page 20 in within the “Order of Play” section of the book…and it immediately follows the “Step 6 Conclude Combat” (on Page 19). Because of this, I believe that passage is referring to after the actual dice roll. After the first round of dice roll…you can decide to either continue or stop (this is in comparison to the land battles, which only have a round).
Someone of more official status (i.e. Krieghund) may have greater insight…but I believe you will have at least one round of combat in that sea zone.
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You are never required to attack in a sea zone unless you are attempting an amphibious assault or reinforcement from it.
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Thanks Krieghund! I stand corrected.
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ok mr krieghund, so I can In theory use my transports to deploy 4 art. pieces from karelia to berlin since it is neither enemy contolled or contested is this correct.
or am I limited to simply moving my transports without cargo to the protection of my german fleet sharing a seazone with a british naval squadron :-D cheers
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ok found it on page 17 friendly territory alo counts as amphibious reinforcement ok thanks and cheers
the german high seas fleet has its work cut out for it hehehe :evil:
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Q: 1) if AU attacks serbian with 1 Inf and lost it. Are the Russian inf able to go where they want on turn 1 ? and russian collect income from there.
and if germany attacks holland and lost all and the standing army would be russian there…the same ?
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Serbia is activated as soon as it is attacked, so Russian units are placed there and Serbia becomes in effect Russian tt.
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Q: 1) if AU attacks serbian with 1 Inf and lost it. Are the Russian inf able to go where they want on turn 1 ? and russian collect income from there.
See Flashman’s answer.
and if germany attacks holland and lost all and the standing army would be russian there…the same ?
Yes. Even though Holland is a neutral power, control would go to Russia under these circumstances, since it’s the only power with units remaining there.
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sorry if this has been asked but this came up, round 1: france moves into albania with 1 inf. albania mobilizes, but can italy gain the points directly, so instead of 14 italy would start with 16 is this correct? cheers :-)
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Morning gtsg. I am afraid not: Italy will always start its go with 14. It would add Albania’s 2 IPCs at the end of its go (Collect Income).
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Wittmann is correct, but I’ll add a little more detail. Italy adds Albania’s 2 IPCs to its income level on the National Production Chart as soon as Albania is mobilized, but this does not immediately increase the number of IPCs in Italy’s treasury. The only times that you add IPCs to your treasury is during the Collect Income phase of your turn and upon your capture of an enemy capital. As a result, Italy still begins its first turn with 14 IPCs to spend, but it will collect 16 IPCs at the end of its first turn (assuming no other changes in Italy’s income level in the interim).
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The FAQ has been updated with an erratum allowing the Central Powers to decline the armistice offer resulting from the Russian Revolution.
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Can the US move into a sz with central power mines while still neutral and then when they declare war on round 4 can they attack the said CP navy without having to roll for mines?
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Yes.
Not sure I think that is fair, but they are the rules. You only roll for mines when you enter a hostile SZ. -
I have a question about transport of multinational forces.
If American units embarked a British transport on one round (and waited at the origin for the rest of the round), then the British transport moved these units on its movement phase of a second round, would the American units be able to unload during the same round on the American movement phase immediately following the Italian turn (in the order of play)?
If the situation were reversed, would British units be at a disadvantage using American transports, and have to wait onboard as the destination until the next round to disembark (due to order of play)?
What I’m trying to figure out is the game terminology of “Rounds” and “Turns” in AA1914 as it applies to using allied transports. It seems that there’s an opportunity to “game” the system here that I haven’t appreciated.
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Welcome, Blue Max!
@Blue:
If American units embarked a British transport on one round (and waited at the origin for the rest of the round), then the British transport moved these units on its movement phase of a second round, would the American units be able to unload during the same round on the American movement phase immediately following the Italian turn (in the order of play)?
Yes.
@Blue:
If the situation were reversed, would British units be at a disadvantage using American transports, and have to wait onboard as the destination until the next round to disembark (due to order of play)?
They would have to wait, but it’s not a disadvantage. In either case, the land units and/or fighters load on the owning power’s turn, then offload on it’s next turn, in two different rounds.
@Blue:
What I’m trying to figure out is the game terminology of “Rounds” and “Turns” in AA1914 as it applies to using allied transports. It seems that there’s an opportunity to “game” the system here that I haven’t appreciated.
A “round of play” is simply a sequence of each power having a turn, starting with Austria-Hungary and ending with the United States. Since any power must load and offload their land units and/or fighters on separate turns when using an ally’s transport, they will never load and offload in the same round, regardless of the turn order.