• Official Q&A

    @wheatbeer:

    Can a submarine noncombat move into (not through) a hostile SZ which contains an enemy destroyer?

    I believe it can since page 28 says:
    “A destroyer cancels the Treat Hostile Sea Zones as Friendly unit characteristic of any submarine that moves into the sea zone with it.  This means that the submarine must immediately end its movement, whether combat or noncombat, upon entering the sea zone.”

    I think it’s been addressed before, but I can’t find where with the search engine and I need outside confirmation for a match I am playing.

    Yes.


  • @Krieghund:

    @wheatbeer:

    Can a submarine noncombat move into (not through) a hostile SZ which contains an enemy destroyer?

    I believe it can since page 28 says:
    “A destroyer cancels the Treat Hostile Sea Zones as Friendly unit characteristic of any submarine that moves into the sea zone with it.  This means that the submarine must immediately end its movement, whether combat or noncombat, upon entering the sea zone.”

    I think it’s been addressed before, but I can’t find where with the search engine and I need outside confirmation for a match I am playing.

    Yes. can land units noncom into newly captured territories?


  • @Global-commander:

    @Krieghund:

    @wheatbeer:

    Can a submarine noncombat move into (not through) a hostile SZ which contains an enemy destroyer?

    I believe it can since page 28 says:
    “A destroyer cancels the Treat Hostile Sea Zones as Friendly unit characteristic of any submarine that moves into the sea zone with it.  This means that the submarine must immediately end its movement, whether combat or noncombat, upon entering the sea zone.”

    I think it’s been addressed before, but I can’t find where with the search engine and I need outside confirmation for a match I am playing.

    Yes.

    can land units noncom into newly captured territories?

    Yes.  They can also noncom THROUGH them to other friendly territories


  • Same goes for newly cleared sea zones.


  • This is technical question regarding a theoretical situation. In the political rules Japan is excluded from moving to the United States’ coastline but Germany (or Italy) does not appear to have this restriction.

    While Germany and the United States are not at war thus it would seem possible for Germany to move ships into the United States convoy lanes (without disruption, thus not declaring war) anytime during G1-G3. The United States, because of their political situation are thus unable to declare war on Germany and attack these ships.

    On US3 it is obviously beneficial for the United States to declare war on the Axis at the end of their turn to start receiving their bonus IPCs. As this happens right before the collect income phase, they are at war with Germany and Germany is thus at war with the United States. The collect income phase happens and all prerequisites for convoy disruption are met and the US takes an immediate hit to their IPC gain. On G4 Germany can simply move this fleet away.

    I am basing this on this post by Krieghund (topic=16001.msg539048#msg539048):

    It all boils down to this:  If you have a sub or surface warship in a convoy sea zone that’s adjacent to one or more of my territories during my Collect Income phase, you disrupt my convoy, unless you don’t want to.

    Nothing else matters.  It doesn’t matter what any of those ships did on your turn, my turn or anyone else’s turn.  It doesn’t matter if I or anyone else has any ships of any type in the sea zone also.

    I had read threads that said that convoy disruption had to be “declared” on the attacking player’s turn but the above-linked post seems to say it pretty much just boils down to the two requirements (ships in the convoy zone and being at war) as being met.

    Is this a correct interpretation of these rules? Again, not asking for any strategy or counters on this particular tactic, just a ruling on whether or not it works as described.


  • The threads you read that convoy damage has to be “declared” were wrong.
    Krieghund is always right - he is the rulebook.
    Germany can do exactly as you described, and yes it would take away from USA income on USA3 if the USA declares war on Germany to get their extra income.

    The 3 conditions that must exist for convoy attacks are clearly delineated on page 22 of the Europe rulebook.  There is no requirement to declare convoy damage.  Furthermore, the instructions on page 22 say that it is the responsibility of all the players to review the map and look for convoy damage situations and point them out.


  • Thank for the quick reply! I had assumed it worked as such. It seems a pretty dirty trick since the US can’t do anything to “stop” this loss of IPC on their first turn of bonus income, but it’s the Axis’ mandate to hurt the Allies’ (especially US’s) IPC in any way. Also seems risky because then you have to outrun an American fleet which is probably already on top of you :lol: but it would be a good strategy to explore with an improperly balanced or small American Atlantic fleet.

    Question #2: Assume that Germany and Italy have taken care of the UK and Russian fleets and lacking a better target they both decide to park their entire fleets off the east coast of America before US3. Obviously the US can’t attack either of them because it is not at war. This is technically rules-legal as per the political restrictions, correct? (I won’t speculate as to why they would ever do this, but it could come up)

    It seems silly that parking your navy off the coast of a neutral country’s capital isn’t an act of war but that’s what the rules seem to indicate.


  • Yes, that’s right.
    Before Alpha3, Japan could park fleet along America’s coastline, or anywhere it wanted while USA was neutral.  Now they can’t.  Germany and Italy have no naval restrictions whatsoever as to neutral powers.
    There are lots of things that seem silly about A&A when you think about it.  :-)

    You can go post on the “If I were Larry I would” thread.  You could say that you would bar Germany and Italy from leaving navy next to US territories while USA is neutral.
    You sure pointed out an inconsistency, there.
    I’m just glad he ditched the ridiculous unlimited scrambling of OOB and opened scrambling up to non-islands.
    Used to be you could scramble off Japan but not UK.  Now that inconsistency is thankfully gone, but as you have noted, several remain.  (And yes, Krieg, I know UK has 2 territories and that made it different than Japan, but it was inconsistent in that they are both basically island capitals)


  • @Gamerman01:

    You can go post on the “If I were Larry I would” thread. � You could say that you would bar Germany and Italy from leaving navy next to US territories while USA is neutral. You sure pointed out an inconsistency, there.

    I guess that even though it’s “inconsistent” it’s almost a non-issue because of the difference in balance. A combined Japanese fleet off the west coast of the US would provide a massive threat, almost insurmountable given Japan’s starting fleet capacity. At best for the US it would almost be mutual annihilation.

    By US3 the combined forces of the German and Italian fleets would have to be in Gibraltar by turn 2 for a turn 3 jump to the US, and their capacity is significantly less threatening.

    We had a game though that due to lucky rolls the Italian and German fleets had decimated the UK/French fleets in the Med and English Channel very early and could have conceivably tried to put a blockade on the US. A strong Japan could pressure the US into having to divide fleet forces to try to combat both forces and could potentially put America out of the game before they even got into the game.


  • @zanetheinsane:

    I guess that even though it’s “inconsistent” it’s almost a non-issue because of the difference in balance. A combined Japanese fleet off the west coast of the US would provide a massive threat, almost insurmountable given Japan’s starting fleet capacity. At best for the US it would almost be mutual annihilation.

    By US3 the combined forces of the German and Italian fleets would have to be in Gibraltar by turn 2 for a turn 3 jump to the US, and their capacity is significantly less threatening.

    Good points.

    I hope you start posting on our boards with good contributions like these.

    Oh, and welcome!  Should have said that last night.


  • Can you walk an infantry from Alaska to the Alusians?


  • @Global-commander:

    Can you walk an infantry from Alaska to the Alusians?

    Nope.  They are islands.

  • Customizer

    Submarines:
    Submarines no longer fire a special “sneak attack” shot at unescorted transports that move through their sea
    zone (see page 30 of the Europe Rulebook). Instead, transports are not allowed to unload land units for an
    amphibious assault in a sea zone containing an enemy sub(s) belonging to a power with which they are at war
    unless at least one of his warships was also present in the sea zone at the end of the Combat Move phase.

    I just want to confirm some things about this submarine stuff:

    1. The escorting warship can be a submarine.  I can escort my transport with a submarine.  I can escort it with a Carrier.  I can escort with any sea unit other than another transport.  (because it says warship, not surface warship)

    2. I can not escort it with an air unit only.  If I sent my fighter with my transport, I would not be able to unload.

    3. The escort can not be Allied units.  IF I am USA, having ANZAC destroyers in the sea zone does not count as an escort.  The escort must be owned by the player who’s turn it it.  It doesn’t matter if there are 100 ANZAC destroyers in the sea zone, I will not be allowed to amphibious assault with my USA transport unless I bring a USA escort.

  • '10

    @Veqryn:

    Submarines:
    Submarines no longer fire a special �sneak attack� shot at unescorted transports that move through their sea
    zone (see page 30 of the Europe Rulebook). Instead, transports are not allowed to unload land units for an
    amphibious assault in a sea zone containing an enemy sub(s) belonging to a power with which they are at war
    unless at least one of his warships was also present in the sea zone at the end of the Combat Move phase.

    I just want to confirm some things about this submarine stuff:

    1. The escorting warship can be a submarine.  I can escort my transport with a submarine.  I can escort it with a Carrier.  I can escort with any sea unit other than another transport.  (because it says warship, not surface warship)

    2. I can not escort it with an air unit only.  If I sent my fighter with my transport, I would not be able to unload.

    3. The escort can not be Allied units.  IF I am USA, having ANZAC destroyers in the sea zone does not count as an escort.  The escort must be owned by the player who’s turn it it.  It doesn’t matter if there are 100 ANZAC destroyers in the sea zone, I will not be allowed to amphibious assault with my USA transport unless I bring a USA escort.

    All 3 of your points are right.


  • 1. Yes

    2. The escort has to be a warship.

    3. Pretty sure you have to have one of your warships do the escorting, not an Allied warshp.


  • @Veqryn:

    3. The escort can not be Allied units.�  IF I am USA, having ANZAC destroyers in the sea zone does not count as an escort.�  The escort must be owned by the player who’s turn it it.�  It doesn’t matter if there are 100 ANZAC destroyers in the sea zone, I will not be allowed to amphibious assault with my USA transport unless I bring a USA escort.

    Krieghund weighed in on this issue on this thread on June 15th.  Go back a page or 2 and you will find it - just look for the date of June 15th.

    If it’s USA’s turn and you’re unloading USA ground units (no matter whether it is a USA or allied transport) then you must have a USA warship in the zone.

    So it doesn’t matter whose TRANSPORT it is, it matters whose TURN and GROUND UNITS it is.  They’re the ones who must have a warship there, and 100 allied destroyers will not help them.
    That’s probably what you meant, but not quite what you said…


  • @Krieghund:

    The escorting warship must belong to the power doing the amphibious assault.

    Here you go

  • TripleA

    Alpha rules from Larry Harris
    “The Axis wins by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.”

    i have 3 questions

    1.
    axis control berlin, rome, Washington , paris, warsaw, leningrad, stalingrad for 7 vcs
    on germany’s 10th turn they capture moscow for the axis’ 8th vc on the europe map.
    ussr’s 10th turn they liberate moscow, axis have 7vcs on europe map.
    italy’s 10th turn capture moscow, axis back to 8vcs.
    on germany’s 11th turn have the axis won?

    2.
    axis control berlin, rome, Washington , paris, warsaw, leningrad, stalingrad for 7 vcs
    on germany’s 10th turn they capture moscow for the axis’ 8th vc on the europe map.
    ussr’s 10th turn they liberate moscow, axis have 7vcs on europe map.
    italy’s 10th turn capture cairo, axis back to 8vcs.
    on germany’s 11th turn have the axis won?

    3.
    axis control berlin, rome, Washington , paris, warsaw, leningrad, stalingrad for 7 vcs
    on germany’s 10th turn they capture moscow for the axis’ 8th vc on the europe map.
    japan’s 10th turn they capture ottawa, axis have 9vcs on europe map.
    uk’s 10th turn capture paris, axis back to 8vcs, but not the same 8 vcs for an entire round.
    on germany’s 11th turn have the axis won?


  • @allweneedislove:

    Alpha rules from Larry Harris
    “The Axis wins by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.”

    i have 3 questions

    1.
    axis control berlin, rome, france, paris, warsaw, leningrad, stalingrad for 7 vcs
    on germany’s 10th turn they capture moscow for the axis’ 8th vc on the europe map.
    ussr’s 10th turn they liberate moscow, axis have 7vcs on europe map.
    italy’s 10th turn capture moscow, axis back to 8vcs.
    on germany’s 11th turn have the axis won?

    I would think not, because the Axis did NOT control 8 vcs for a COMPLETE round of play!

    2.
    axis control berlin, rome, france, paris, warsaw, leningrad, stalingrad for 7 vcs
    on germany’s 10th turn they capture moscow for the axis’ 8th vc on the europe map.
    ussr’s 10th turn they liberate moscow, axis have 7vcs on europe map.
    italy’s 10th turn capture cairo, axis back to 8vcs.
    on germany’s 11th turn have the axis won?

    No, same reason.

    3.
    axis control berlin, rome, france, paris, warsaw, leningrad, stalingrad for 7 vcs
    on germany’s 10th turn they capture moscow for the axis’ 8th vc on the europe map.
    japan’s 10th turn they capture ottawa, axis have 9vcs on europe map.
    uk’s 10th turn capture paris, axis back to 8vcs, but not the same 8 vcs for an entire round.
    on germany’s 11th turn have the axis won?

    Yes.  Same reason.  You had at least 8 vcs throughout an entire round of play.
    In 1 and 2 I think the answer is no because you dipped below 8 at times.  That is not controlling any 8 victory cities on the Europe map for a complete round of play.  It’s 8 sometimes and 7 sometimes.  Just because you were at 8 after G10 and at 8 again on G11 does not meet the requirement.


  • I think Gamerman is correct, but also in the scenario you describe the Axis only have 6 Europe VCs, Paris and France are not seperate cities. In most games you will need both Cairo and Moscow to win (or sometimes London instead of one of them.)

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

226

Online

17.3k

Users

39.8k

Topics

1.7m

Posts