Regarding SZ 110, I got hosed one time on a UK scramble. Usually as Germany, I send 3 fighters, 3 Stukas, 1 bombers and sometimes 1 sub to SZ 110. Our UK player had gotten in the habit of not scrambling in order to save the RAF for future action.
Well, this one game I made the mistake of just assuming UK would not scramble. I sent 2 fighters, 2 Stukas and 1 bomber to SZ 110. The other fighter and Stuka I sent to kill the French fleet in SZ 93. Well, UK taught me a lesson. They scrambled and wiped out my planes. I didn’t even kill all the ships in the channel.
Never made that mistake again.
AAG40 FAQ
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When China takes control of an original UK territory, it becomes Chinese-controlled, not Chinese. The IC stays, but China can’t use it.
Any IC on a Chinese territory is removed when China regains control. It doesn’t matter who built it.
thx
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Can I build on ICs in the same turn as i capture them?
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No. Next turn. And a major is downgraded to a minor and only the original owner can pay to make it a major again.
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Ok, thanks.
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Hi.
I need clarification for this situation:
1)
If someone attacks sz where i have submarine and battleship with only CV and planes.
Can planes hit submarine if i chose to defend because he has no destroyer?
If he can, can i automatically destroy CV because it has no attack value or can attacker withdraw?And what if i attack CV with planes only with submarine, does planes defend also or only CV?
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Hi Crobattalion. 1. Your defending Sub is safe from his planes and gets to shoot 1st with a “1”. If you hit, it will be his CV, but it requires 2 hits to sink a CV, so he could retreat after his Air have shot at your BB. His Air could not land on a damaged CV , however, so if they cannot reach an empty CV or land they will be eliminated in NCM. Your Sub cannot be sunk in this scenario.
2. Only his CV will defend, on a “2”.
The lesson of the story is do not take a CV in to a battle unless it is to absorb 2 hits and do not leave one without a DD, if the enemy has Subs in range. -
In scenario 1,
no, the planes can’t hit the submarine if you choose not to submerge, because there is no attacking destroyer present.
There is not automatic destroying of anything in this scenario. It goes round by round. Each round, the submarine may submerge before the attacker rolls dice, but you have no reason to submerge because nothing can hit it.
The carrier can take hits from the battleship, to keep his aircraft from being hit until the carrier is gone. If he knows what he’s doing, he’ll retreat once the battleship is sunk because he can accomplish nothing more. Retreating is step #6 in the battle sequence, which comes right after step #5, remove defender’s casualties. So your sub’s presence there actually gives him the option to retreat UNLESS you submerge it before the battleship is sunk! (Because then there is nothign to retreat from) Note also that your sub’s presence gives you the ability to prevent his carrier from staying there, in that sea zone, after the battle because your sub is invincible and once your 2 boats were engaged, he cannot ignore the sub.OK, there was a lot to that, so if you have any follow up questions, do not hesitate
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I should know this, but can you land your air units in a friendly neutral the same turn you activated them?
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I should know this, but can you land your air units in a friendly neutral the same turn you activated them?
No - If you didn’t start the turn with the territory friendly to you (friendly neutral is still neutral), then you cannot land air units there during the noncom phase.
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makes sense, I guess. I was just hoping “friendly neutral” might also mean friendly territory…
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In the middle of a tournament game, here is the situation:
During NCM, US has moved a tranport from sz54 loaded with 2 ANZAC land units to sz 44.
there is an ennemy sub in sz44
On Anzac Turn, Anzac unload and take the island (Celebes)
There never has been, at any moment, an allie surface warship in the sz44.Is that legal ?
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I understand from Alpha 3 rules that an unescorted TT cannot unload In a hex with an enemy Sub.
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@wittman:
I understand from Alpha 3 rules that an unescorted TT cannot unload In a hex with an enemy Sub.
Me too, but since my oponent think otherwise and it is a tournament game, i’d like an “official” ruling by an apointed deputy (or Krieg himself).
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Word for word, Larry’s Alpha3 rule says “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.”
The only part I’m not sure about is whether an ANZAC or a USA warship (or if it can be either one) is needed, because the rule is ambiguous (who is “they”).
You said there are no surface warships (note that the rule does not require a SURFACE warship, but that a submarine will suffice) at all, so ANZAC can’t unload in an amphibious assault. Both ANZAC and USA are at war with the power who has the sub, right? With no allied warship in the zone whatsoever, this rule clearly prohibits that amphibious assault.
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The escorting warship must belong to the power doing the amphibious assault.
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Thanks guys. My oponent is not going to like it !
:-D
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question if usa places a destroyer in sz 113 with 7 german transports occupying it… will that prevent the transports from loading from west germany?
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At the beginning of the Combat Move phase, you may
already have sea units in spaces containing enemy units that
were there at the start of your turn. For example, an enemy
may have built new sea units in a sea zone where you have
surface warships. When your turn comes around again, you
are sharing that sea zone with enemy forces.
If you are sharing a sea zone with enemy surface warships
(not submarines and/or transports), this situation requires
you to do one of the following:
• Remain in the sea zone and conduct combat,
• Leave the sea zone, load units if desired, and conduct
combat elsewhere,
• Leave the sea zone, load units, and return to the same sea
zone to conduct combat (you cannot load units while in a
hostile sea zone), or
• Leave the sea zone and conduct no combat.
Once these sea units have moved and/or participated in
combat, they cannot move or participate in the Noncombat
Move phase of the turn.Here is what is not clear. 1st it states surface warships which transports are not. 2nd I am choosing to remain in the seazone, it does not state I cannot load units if I decide to do that.
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A transport can load units while in any friendly sea zone along its route, including the sea zone it started in.
This is under the transport section under combat movement. When playing by the rules as written you have to assume both statements are true and in order for both statements to be true, I can load in an occupied sea zone.
I always assumed the second half of this quote meant that I could load in shared sea zones, otherwise it would be redundant and a waste of ink.
Also no where in the rules does it state a player cannot load transports in a shared sea zone.
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@Cow:
Leave the sea zone, load units, and return to the same sea
zone to conduct combat (you cannot load units while in a
hostile sea zone)@Cow:
Also no where in the rules does it state a player cannot load transports in a shared sea zone.
Says it right there. Can’t possibly be any clearer. You CANNOT load in a hostile seazone (unless it became hostile THAT turn due to YOUR declaration of war).
@Cow:
A transport can load units while in any friendly sea zone along its route, including the sea zone it started in.
I always assumed the second half of this quote meant that I could load in shared sea zones, otherwise it would be redundant and a waste of ink.
If by shared seazones, you mean friendly ones, yes. You can load in any friendly seazone, including the FRIENDLY seazone you started in.