• some input for the top 10 list:

    1. how does a submarine work: suprise strike, submerge, movement, doensn’t count as a blocker and: where they can or can’t move (Gibraltar vs. Danmark), can’t hit air units.

    2. take friendly neutrals is a noncombat move, many players “attack” during combat move

    3. convoy, many people get this wrong

    4. kamikaze, may people get this wrong

    5. Mongolia rule

    6. turn sequence, especially scrambling and convoy, may people forget of do this in the wrong order. YG explained this verry well in the P-2 Runthrough video Germany during the combat movement phase:

    • direct all units
    • defender may cramble
    • SBR
    • amphibius assault
    • general combat
      also: defender takes casualties first
    1. use of airbase naval base extended movement. Many people think an aircraft can move 1 more if its on a carrier in a sea zone adjacent to a air base. Also: many people don’t know a ship must DEPART from a friendly naval base to extend the movement

    2. planes may not land on newly taken spaces

    3. AAA

    4. SBR
      use of bombers, and air battle. how many defending fighters can the defender use? how meny escorts can the atackers send? Do you need an airbase to intercept?

    Hope this is helpfull…

  • Sponsor

    Great stuff, looks like a full top ten for sure.

  • '21 '20 '18 '17 '16 '15 TripleA

    I’d like to see the declarations of war somehow fit into this with the most common errors pointed out. It could really just be an if/then explanation to highlight some of the most common misconceptions (the effects of Japan DOWs, restrictions on allies in the absence of DOWs). eg in a recent game, I didn’t realize that Washington could declare war if London fell. oops!


  • I just don’t imagine the american public getting all excited because japan lands troops in indonesia in 1940(an election year I think)

  • '15

    edit-
    Wooops, totally misunderstood.

    Nothing to see here, move along :p

  • Sponsor

    @teslas:

    edit-
    Wooops, totally misunderstood.

    Nothing to see here, move along :p

    lol


  • Look forward to this video.


  • @ShadowHAwk:

    You can move air over friendly neutrals.

    Carriers move and then the planes can move 4 spaces from that location ( effective range 6 or 7 )

    Transports can unload into 2 zones at the same time.

    You can do naval battle and then still do bombardment.

    I thought you were allowed to move an aircraft carrier and then move the planes 4 spaces


  • @bhard:

    @ShadowHAwk:

    You can move air over friendly neutrals.

    Carriers move and then the planes can move 4 spaces from that location ( effective range 6 or 7 )

    Transports can unload into 2 zones at the same time.

    You can do naval battle and then still do bombardment.

    I thought you were allowed to move an aircraft carrier and then move the planes 4 spaces

    You may not. Each unit must use a movements point every time you move. A good way to remind yourself is to take all air units off your carriers before moving. This way its obvious that the planes have to use a movement point.

    Here is one YG that I had to correct many times:
    You may not move units in both the combat and noncombatant phases unless that is an air unit.

    So many times people have tried to attack with take/mechs and then move again. Same problem with sea units.


  • Sorry YG - somehow this thread never hit my radar.

    One I think no-one else has mentioned is the different scrambling and intercept capabilities of fighters and tactical bombers, which I found confusing and easy to forget when I first started.

    Also anything that triple A gets wrong can find its way into person to person gameplay. For example, I think, the split of AAA against planes hitting different targets (which someone else has mentioned). If memory serves triple A also allows non-placed units to be carried over. There may be others?

  • '19 '17 '16

    Well here’s one that bit me in the rear end just the other day:

    Even though W. India is a UK Europe territory in A&A Europe, 2nd ed. in the Global combined version it’s actually a UK Pacific territory…. so, if you get the bright idea of building a factory there for UK Europe you’re pooched.


  • @ColonelCarter:

    Some I can think of:

    -AAA is fired before bombing planes split up, allowing Tactical Bombers to be lost instead of Bombers when bombing an IC and an airfield/naval base

    I’ve been doing this one wrong, it seems.  But Triple A allows you to select tacs as fodder in an IC SBR.


  • @eames57:

    @ColonelCarter:

    Some I can think of:

    -AAA is fired before bombing planes split up, allowing Tactical Bombers to be lost instead of Bombers when bombing an IC and an airfield/naval base

    I’ve been doing this one wrong, it seems.  But Triple A allows you to select tacs as fodder in an IC SBR.

    TripleA isn’t perfect. Some other flaws with it I can think of on the spot are activating a friendly neutral not stopping movement for mechs/tanks, and mechs being allowed their second movement in noncombat if they captured a territory with their first movement in combat.

  • '19 '18 '17 '16

    I’m not new to AA, been playing it since it was created in the 80’s.  However, I just discovered 1940 Global last November.

    Here is one rule we messed up from reading the rules and jumping right into the game.  In our haste to play the game we read about scrambling planes from airbases and paratroopers being able to move three spaces from the airbase to attack and pretty much decided that planes could also scramble up to three spaces!  We have played about 5 games and air bases all over have 1-3 fighters scrambling all over the place (at least we got the 3 plane limit correct).

    Fortunately I was watching the Anzac video YG put out and he mentioned the airbase just north of Sydney could not protect that sea zone.  WHAT? After consulting the rulebook, Yep, that’s correct.  So our next game this weekend there will be a new rule!

    Thanks for bringing that rule to my attention.

  • Sponsor

    Wow, scrambling up to 3 spaces away from an airbase, that’s diabolical… Lol. I guess things will change dramatically in your next game, more freedom for ships in comparison. BTW… Paratroopers are an R&D tech and not part of regular rules. Be sure to let us know how your next game goes.


  • God damn, if air bases could scramble 3 spaces away… jesus, I would never, ever want to play Allies. You could do horrendous things as the Germans with the bases in Paris and West Germany.


    1. SUBMARINES!

    2. Mongolia Rule.

    3. Kamikaze attacks.

    4. AAA guns taken as casualties.

    5. Defender determines casualties before Attacker.

    6. Transports collecting from adjacent territories but distributing to only one territory.

    7. Blitzing restrictions, especially friendly territories and factories.

    8 ) Canals and Air movement through them.

    1. Declaration of War restrictions and terms of engagement (moving fleet into sea zone but not attacking).

    2. Clarify Order of play, especially N.O.s and U.S. 3rd turn war engagement.

    Keep up the good work YG! :lol:


  • I’m planning a new video for my YouTube channel in the new year and could use some help. It will be a top 10 list series and the title of the first episode is…

    “Top 10 A&A G40 rules new players get wrong”

    I would consider making this into an informative video series, with one video dedicated to a single rule issue. It would be good to have an online source to resolve in-game confusions or even just freshen up on the more complex rules. Also, clearly label each video something like “A&A Confusing Rules: Submarines”


  • @creeping-deth87:

    God damn, if air bases could scramble 3 spaces away… jesus, I would never, ever want to play Allies. You could do horrendous things as the Germans with the bases in Paris and West Germany.

    The ability to scramble London fighters to defend Paris in G1 would definitely throw Germany for a loop, so it wouldn’t totally be a one-way affair.


  • While we’re talking about scrambles, I got a question.

    Let’s say one scrambles a fighter and the fighter survives, BUT the territory it scrambled from is taken in the same combat move. What happens to the fighter? Is it gone or can it be landed in an adjacent friendly territory?

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