@genken Might be cool to have a house rule that 1) 1, 2 or 3 the ship is damaged in a way that it moves at half but attacks full or 2) 4, 5, or 6 it is damaged in a what that it moves 2 spaces but attacks with a hit on 1 or 2 vs 4 normally.
AAG40 FAQ
-
I had thought about it benefitting the UK and USA 2 times vs the axis, but in essence there are really 2 wars going on at the same time and the UK and USA are really the only powers fighting in both so it sort of works out.
Your suggestion is just as valid as mine though. :-)
I’m sure Larry and Kevin will figure something out.
-
Just had a thought….
For whatever we come up with, can we add the sentence “Paratroopers cannot be dropped in territories adjacent to the territory that launched them.” The ONLY reason someone would to that is to shield aircraft.
-
If I am doing an amphibious assault through a seazone that has no warships but the territory can choose to scramble fighters do I have to designate units to counter the possible scramble before the battle{this would take them out of the main battle I presume}or does a scramble with nothing designated to counter it automatically stop barrages and makes any warships in the assault take on the srambled fighters?
-
If the defender scrambles, there will be a sea battle in which all of the attacking units in the sea zone will participate, and there will be no bombardment.
-
@fighter:
If I am doing an amphibious assault through a seazone that has no warships but the territory can choose to scramble fighters do I have to designate units to counter the possible scramble before the battle{this would take them out of the main battle I presume}or does a scramble with nothing designated to counter it automatically stop barrages and makes any warships in the assault take on the srambled fighters?
Yes, you must put units in the sea zone during your combat move. You do not get to pull units out off the land battle after your combat move phase. This means you must balance your needs for clearing the sea zone and attacking by selecting which units go where before the end of your combat move. When finished, you cannot change things and your opponent decides if and how much to scramble thus making scrambling a powerful tool. Scrambling one air unit causes a sea battle and prevents naval bombardment.
-
What territories are in the British NO for hold org. European territories?
I assume Scotland, England, Gib
Is Malta European?
Cyprus?
-
Any territories on the European map count.
-
I’ve read on the forum where a destroyer can block ship movements but I don’t see anything in the rules to confirm this. If I have 8 ships in a sea zone and attack a destroyer with 2 and take it out can’t I then move through that sea zone with the other 6?
-
What territories are in the British NO for hold org. European territories?
I assume Scotland, England, Gib
Is Malta European?
Cyprus?
@SAS:
Any territories on the European map count.
Not exactly. The NO says “if the United Kingdom controls all of its original territories in its European economy”. The UK European Economy, as defined in Alpha 3, consists of all of the territories controlled by United Kingdom on the Europe map except for West India, plus any territories in North America that it may control on the Pacific map.
-
I’ve read on the forum where a destroyer can block ship movements but I don’t see anything in the rules to confirm this. If I have 8 ships in a sea zone and attack a destroyer with 2 and take it out can’t I then move through that sea zone with the other 6?
Yes, in noncombat movement. A destroyer, or any other surface warship, will only block movement during a movement phase in which it exists. In your example, the destroyer exists in the Combat Move phase and therefore blocks movement in that phase. However, it is destroyed in the Conduct Combat phase, and therefore does not exist and cannot block movement in the Noncombat Move phase. If your two ships failed to eliminate the destroyer, it would still exist and block movement in the Noncombat Move phase.
It should be noted that movement blocking works a little differently in the two movement phases. In combat movement, blocking means that a sea unit may enter the sea zone containing the blocking unit in order to attack it, but must end its movement there. In noncombat movement, blocking means that a sea unit may not enter the sea zone containing the blocking unit at all. Of course, submarines are an exception.
-
Hey guys, I’ve got a question about choosing casualties if there are 2 or more powers in the same alliance involved in a battle.
How are casualties picked if e.g. Japan attacks china which has uk and china troops? Do the allies have to come to an agreement and pick the casualties or…? Thanks! -
Also, can you move units that have already participated in the combat phase. e.g. you have won a battle in libya and there are 2 tanks remaining. Can you use those tanks to blitz through other territories?
-
Finally, does unloading count as a move for a transport? E.g. I have a transport that has moved through two seazones. Can it unload into a adjacent land territory? Thanks a bunch! :)
-
Hey guys, I’ve got a question about choosing casualties if there are 2 or more powers in the same alliance involved in a battle.
How are casualties picked if e.g. Japan attacks china which has uk and china troops? Do the allies have to come to an agreement and pick the casualties or…? Thanks!Yes the allies have to agree. If they can’t agree, the attacker can choose. Page 20 under “Multinational Defense”
-
Also, can you move units that have already participated in the combat phase. e.g. you have won a battle in libya and there are 2 tanks remaining. Can you use those tanks to blitz through other territories?
No ground units or naval units that have moved in the combat movement phase can ever move in non-combat. Only air units move after combat to a friendly carrier or territory.
Tanks can only blitz through completely empty territories (any unit, AA, or IC stops blitzing) during combat movement. Once it engages a unit in combat movement phase and any necessary combat is conducted, that tank is always done for the turn.
-
Finally, does unloading count as a move for a transport? E.g. I have a transport that has moved through two seazones. Can it unload into a adjacent land territory? Thanks a bunch! :)
Yes a transport can move two spaces and also unload. That unload is not counted as a movement space.
You will want to note the following, also:
Once a transport has unloaded anything it cannot move or load or anything for the rest of the power’s turn. The transport could unload on different powers’ turns in the same game round if allies are moving their units off on their own turns. -
Thanks for answering. I got one last question my mind. Is it true that a player can only scramble fighters and tact bombers only if the airbase is operative? What if it is damaged ( 1 marker ) or unoperative?
-
The air base has to be repaired for it to be used, so at the purchase and repair phase if you want to scramble then you need to pay for repairs
Page 10 in the Pacific rulebook and page 12 in the Europe rulebook -
Thanks for answering. I got one last question my mind. Is it true that a player can only scramble fighters and tact bombers only if the airbase is operative? What if it is damaged ( 1 marker ) or unoperative?
You’re welcome!
Yes, the airbase must be operative. It takes 3 damage to be inoperative, so 2 or less markers and the base is fully functional. So you need to repair damage until there are 2 or less markers if you want to be able to scramble.Note that if one of your enemies damages your base (3 or more damage) and a different enemy power attacks this territory after the airbase has been damaged and before your turn, you will be unable to scramble! IIRC this is the only way to keep someone from scrambling (using 2 of your nations).
-
Thank you. That clears up alot and I really appreciate your help! I have one final question though regarding the new AA gun rules in alpha 3.
"Air Defense: AA guns can only fire at an air unit when that unit attacks the territory containing that AA gun. AA guns fire only once, before the first round of combat. Each AA gun in the territory may fire up to three times, but only once per attacking air unit. In other words, the total number of air defense dice rolled is three times the number of AA guns, or the number of attacking air units, whichever is the lesser. Once the number of air defense dice is determined, the dice are rolled. For each 1 rolled, the attacker must choose one air unit as a casualty. These casualties are removed immediately, and will not participate in the remainder of the battle. This AA gun attack is made immediately before normal combat occurs in the territory containing the AA gun. AA guns do not defend facilities against strategic or tactical bombing. Facilities have their own built in air defenses. "
I don’t understand the bit about the AA gun firing up to three times. The previous sentence just stated that it only fires once… and what does it mean that the total number of air defense dice rolled is 3x the number of AA guns? What is this air defense dice? I’m sorry but I’m completely confused about this entire paragraph. I understand that the AA Gun’s hit value is 1 and it fires first before any other units, but I do not understand about this " three times" firing. I also noticed that In alpha 3, a territory now can have multiple aa guns.Can anyone explain this?