And actually I’ve just noticed that there’s also a forum thread devoted to setups:
AA.Org Official Alpha 3 Thread
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@Lone:
Hello and welcome first off. As for your questions…
Thanks for your time and answer RedHunter, but I still have some doubts. :?
4. Yes the navel/air bases work in every area they are in even when it falls into enemy hands unless bombing damage disables them. Then they would have to be repaired by the controlling nation before they would work. And yes they would repair ships. U.K ships can be repaired at any U.K navel base reguardless of region. Bonus movement also still applies.
Not sure about they repair ships… look here:
Capture of one of the United Kingdom�s Regional Capitals
If one of the regional capitals is captured, it will surrender any unspent IPCs that its economy has in its treasury to the capturing Axis power. An economy whose capital is held by the Axis can’t collect income, spend IPCs, or repair units. The free regional capital may never collect IPCs that would normally go to the captured regional capital, even if such territories are recaptured from the Axis. Other Allied powers can temporarily take control of any original United Kingdom territory that would otherwise be liberated when its regional capital (London or Calcutta) has been captured by the Axis.[this latest part is plain nonsense imho, but we aren’t discussing this right now :-P]So ships repair isn’t allowed from what I see, of course limited to the part of the empire that falls to the enemy
6. No. A navel battle would be fought and then if the navel battle was won by the allies the unloading would be allowed to go through. Otherwise the transport would be sunk.
That sounds strange to me, and I explain why. Simply because allied units never follows during an attack. You can attack exclusively with your own units. Even foreign aircraft carried on your own ships cannot partecipate in combat, so why should an entire fleet partecipate in an attack?
Thanks :-)
Because the moment two powers that are at war end up with units in the same land space or ships in the same sea zone, combat is declared. So for example if Italy attacks a combined Uk/France fleet in the med both the UK and French units would fight and either could be taken as kills.
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Yes, but in this case, a single unescorted american transport is the only attacking force, and it is moving in his combat moves, so he is “attacking”. Allied units will join in defending, not if you attack. :?
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@Lone:
Yes, but in this case, a single unescorted american transport is the only attacking force, and it is moving in his combat moves, so he is “attacking”. Allied units will join in defending, not if you attack. :?
You’re right and Redhunter is mistaken (or didn’t understand you). If the attacker doesn’t have a warship (or any kind, not just a DD), a transport or group of transports are prevented from performing an amphibious assault by the presence of an enemy sub. A friendly ship that belongs to a different power can not cancel this out, even if it’s a DD
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Ok, thanks. Probably it’s my fault, haven’t wrote in english for some time lately :-D
Thanks everyone for answering, so I can finally finish this translation correctly. :wink:
Ehrm… forgot this:
While not at war with Germany or Italy, the United States may end the movement of its sea units on the Europe map only in sea zones that are adjacent to US territories, with one exception - US warships (not transports) may also conduct long-range patrols into sea zone 102.
Does that means that if I send for some reason my ships in SZ 121 (near Greenland) I cannot go back unless I place a naval base there? :-o Is this correct? :?
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I’ve got a sub question along the same lines as the last question.
Assume both of the powers are at war. If a seazone has enemy subs in it. And a transport accompanied by an enemy warship(let’s assume it’s a battleship) wishes to amphib invade a territory from the same seazone where the enemy subs are. Can the transport and battleship completely ignore the subs, even if the subs want to fight and contest the invasion?
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Yes. Doesn’t matter what the Sub owner wants. His Sub does not make the sea zone hostile, so he just gets to watch.
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@wittman:
Yes. Doesn’t matter what the Sub owner wants. His Sub does not make the sea zone hostile, so he just gets to watch.
This seems really stupid to me. If it was a surface warship, then the SZ would have to be cleared before the seaborne invasion but if it’s subs the SZ is not hostile? It’s not like the subs wouldn’t know the invasion is coming and wouldn’t be able to attack the transports and accompanying warships.
I’d like an official ruling on this please…
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you just going to get the same answer you already got… don’t see what the big deal is. subs don’t make a sea zone hostile, they dont’ block anything, and your opponent can choose not to attack them. If you have something to scramble or a naval unit (other than transport) then yes your subs get to fight.
you can always ask your opponent to let you buy a dd or something. if you are playing a casual game, most people will let you once the rules get clarified.
If this was your UK defense or something critical, you just got to suck it up and lose. play a new game.
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So if I can scramble then the subs can fight? Again, this seems silly to me.
What about if I scramble and the escorting warship is a AC w/an attack value of zero? My understanding is there would at least one round of combat. If the AC survives the 1st round then it and the transports can retreat. If there was 2 or more hits by the subs, in the 1st round, then the AC and the transports die. Correct?
And no this wasn’t my UK strategy. Who said anything about UK?
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Just trying to understand the sub rules…
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transports cannot retreat if they are unloading units. the carrier can.
Lots of the rules seem silly by the way, but we explained it.
`
I defended UK from sea lion with subs, that was glorious 5 defending subs shot down bship cruiser carrier. That is how I roll. All those transports dead, instant gg. I did lost a fighter which missed the 2 bombers have to scramble it. -
@Lone Rebel
I’m impressed you’re translating this game after all that was said in those Italian forums about it. Good luck with it. -
0 or 1 hit Carrier survives and the owner should retreat unless he wants to stay and eventually die.(umm!)
2 hits Carrier dies, but the Transports can retreat.
3 hits Carrier and 1 Transport dies, rest can retreat.
4… � �Ca. � � � � � � 2 Transports die, rest … � etc.
Attacking Transports only die when when they are hit.
Defending transports are another matter:they always die when attacked and their escorts(if any) have been sunk, only because they cannot retreat. -
@Lone:
Ehrm… forgot this:
While not at war with Germany or Italy, the United States may end the movement of its sea units on the Europe map only in sea zones that are adjacent to US territories, with one exception - US warships (not transports) may also conduct long-range patrols into sea zone 102.
Does that means that if I send for some reason my ships in SZ 121 (near Greenland) I cannot go back unless I place a naval base there? :-o Is this correct? :?
Should have double posted instead of editing :-P This is the last answer I need :wink:
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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?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?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? -
Lone Wolf : you are correct, and yes it is silly.
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oh man I thought I had this sub stuff down. Now I am confused. He can retreat his transports from doing an amphi assualt? I thought they are stuck in the seazone and you have to lose them to the sub… they can only retreat if they are not unloading…
This rarely comes up.
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An Attacker can retreat at the end of any round of combat.
In this case he retreats loaded transports.
Once you have cleared a SZ for a landing and you have to land once you have announced it, before any rolls are done, then the land units can no longer retreat.
In this scenario you can announce a retreat, as the Sub prevents a transport landing without a Warship present.
But now I am doubting myself! Sorry if I am wrong. We will have to wait …. -
@Cow:
transports cannot retreat if they are unloading units. the carrier can.
You sure? Is this a change from older rules? The amphibious land units cannot retreat from a land battle, but I think the transports can retreat with the rest of the naval force before the naval battle is concluded.
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@wittman:
0 or 1 hit Carrier survives and the owner should retreat unless he wants to stay and eventually die.(umm!)
2 hits Carrier dies, but the Transports can retreat.
3 hits Carrier and 1 Transport dies, rest can retreat.
4… � �Ca. � � � � � � 2 Transports die, rest … � etc.
Attacking Transports only die when when they are hit.
Defending transports are another matter:they  always die when attacked and their escorts(if any) have been sunk, only because they cannot retreat.Ok, this makes sense.