• Customizer

    @jamatucci@rcn.com:

    According to the rules, the only way for ships to change port or air units to change base is to be moved during the RP phase. It seems to me that most nations will be using the lion’s share of thei RPs on their navies. This will leave few if any RPs for ground or air redeployment. I realize that ground units can move during “movement” but the maximum RP points of ten that any nation can have, just does not seem to be enough.
    How is this working out in your play testing?

    If a nation has 5 RPs, that is 5 RPs for each service.  5 for land, 5 for sea and 5 for air.  So really, the nation has 15 RPs.  It is done this way to prevent all 15 RPs from being spent on land where the movement of 15 ground units can have a huge impact.

    Looking into Strategic Warfare for you.  Get back to you on this.

  • Customizer

    @jamatucci@rcn.com:

    In the rules, fighters hit on a 4 or less.
    Why, during strategic warfare, do defending fighters hit on a 3 or less?

    You are correct.  This is a typo.  Fighters will be at 4.


  • The aircraft stacking limit on a plain factory site is 10 (ie one aircraft). This is increased to 20 for a major capital and another 10 to 30 for a major capital with an airbase.

    The effective stacking limit for a carrier is 20 (two planes). Does this make sense?

  • Customizer

    @jamatucci@rcn.com:

    The aircraft stacking limit on a plain factory site is 10 (ie one aircraft). This is increased to 20 for a major capital and another 10 to 30 for a major capital with an airbase.

    The effective stacking limit for a carrier is 20 (two planes). Does this make sense?

    This is correct.  Keep in mind, you can stack airbases.  London can have its natural 2 planes, plus a fortress, plus its 2 airbases, plus the American 4 airbases.  London can have 9 planes on it in theory.


  • In my copy of the rules, I do not seem to have setups for Spain, Sweden or Turkey.
    This must be an error.
    Is there a rule preventing them from being attacked?

  • Customizer

    It should have been included in your download? � If not, I’ll include them here.  Click on the bottom link.

    Neu(1)(1).xls


  • For purposes of strategic warfare, it seems that fighters can move to a territory being attacked by BBs on order to intercept the BBs during the stragic raid.
    This seems to be another instance where having the initiative is a disadvantage.
    Player B could just wait to see what player A has done with his fighters and then take the opportunity to bomb undefended factories and NRZs.

    This brings a question about the amount of damage done by bombing raids.
    I believe the rules state that any hit by a BB completely destroys the production capacity of the territory. If this is correct, this is a devestating attack.!!!
    One successful attack on Munich or Manchester will destroy about 1/4th of Germany’s or Britain’s production. And, BBs have a 2/3 chance of success if they get past the interceptors.
    Am I correct, and if so, how is this working out in play-testing?

  • Customizer

    You understand correctly how it works.

    It seems as though you have yet to play the game.  I suggest you play the game yourself to see if your assumptions are right or not, though.

    But if you have more questions about rules clarifications, feel free to ask.  I will use these questions to help with clarifications in a FAQ.

    After you have played, feel free to share your thoughts.


  • Is the stacking limit also 20 in a major capital for the power attacking the major capital?


  • The neutrals set-up page does not list Denmark.
    Does Denmark have any forces?


  • Can ground units hit air units in a land battle?
    For instance, if the Germans send a number of fighters only to a territory with Allied aircraft and ground units, would the Allied ground units be able to hit the german aircraft or would the fight be solely air vs air?

  • Customizer

    @jamatucci@rcn.com:

    Is the stacking limit also 20 in a major capital for the power attacking the major capital?

    This is only for basing planes. Â

    When doing combat moves, you ignore stacking for planes for both attacker and defender.  Stacking for planes must be observed when the planes have to land again.

  • Customizer

    @jamatucci@rcn.com:

    The neutrals set-up page does not list Denmark.
    Does Denmark have any forces?

    No forces.

  • Customizer

    @jamatucci@rcn.com:

    Can ground units hit air units in a land battle?
    For instance, if the Germans send a number of fighters only to a territory with Allied aircraft and ground units, would the Allied ground units be able to hit the german aircraft or would the fight be solely air vs air?

    Yes, ground and sea units can hit planes.  The ability to hit planes assumes AA capability of each unit.

    Having all units able to hit planes at a 2 was played with, but it was decided to just use the combat value of the unit.

  • Customizer

    It seems to me that having the Initiative on a front is actually a disadvantage in naval operations.

    This seems to be another instance where having the initiative is a disadvantage.
    Player B could just wait to see what player A has done with his fighters and then take the opportunity to bomb undefended factories and NRZs.

    As stated in a previous post, you could use as an alternative (which is seriously being considered for a revision) having the initiative player choosing to have the other player make his moves first in one, some or all of the initiative player’s Fronts of his choosing.


  • The rules state that Fighters have “air superiority: fighters hit other air units at a 4 or less. on a 2 or less, any casualty can be taken.”
    I am confused about exactly what this means. My two guesses are:

    -A: fighters can ONLY kill other aircraft. On a 4 or 3, the enemy chooses which aircraft to lose. On a 1 or 2, the owner of that fighter can choose the type of enemy aircraft which was lost.

    -B: On a 3 or 4, a fighter scores a hit which must be taken from aircraft (chosen by the loser).
    On a 1 or 2, the fighter scores a hit which can be any unit (even a ground unit). This unit is chosen by the owner of the fighter.

    Similarly. the rules state that Tac Bombers have “land/sea attack: tac bombers hit ground/sea units at 4 or less. On a 2 or less any casualty can be chosen”
    I am confused about exactly what this means. My two guesses are:

    -A: Tac can ONLY kill ground/naval units. On a 4 or 3, the enemy chooses which ground/naval unit to lose. On a 1 or 2, the owner of that Tac can choose the type of enemy ground/naval which was lost.

    -B: On a 3 or 4, a Tac scores a hit which must be taken from ground/naval (chosen by the loser).
    On a 1 or 2, the Tac scores a hit which can be any unit (even an air unit). This unit is chosen by the owner of the Tac.

    Can you clear this up?

  • Customizer

    For fighters, when you roll, a 3 or 4 result is a hit on a plane. � The defender MUST choose a plane as a casualty. � If the result is a 1 or 2, then the defender may choose anything as a casualty, such as a ground unit or a plane.

    For Tac bombers, when you roll a 3 or 4 result, only sea or ground units can be chosen - no planes. � If the result is a 1 or 2, then the defenser could choose a plane, ground or sea unit as a casualty.

    In each case, player that loses the units still chooses if there is a choice to be made.

  • Customizer

    2 versions of rules coming soon for World War II in Europe and World War II in the Pacific.

    The current rules will become the advanced rules with expert rule add-ons, while the new rules will be the basic rules.

    The basic rules will replace the initiative system of turn taking as well as the tit for tat movement system for the familiar Axis & Allies system.  The old system is retained for the advanced rules, however.

  • Customizer

    Advanced Rules:

    A game in progress starting in fall 1939.  Each turn is 1 season (3 months).

    This is the beginning set-up (there is also a spring 1941 set-up).

    Neutrals and minor axis allies are not set-up until activated.  Only Poland is activated at this point.

    Italy, US and Russia are neutral and are also not activated until a certain date or attacked by the Axis.

    A turn consists of a movement, combat, blitzkrieg, redeployment, convoy, build, collect money and initiative.

    Axis begin with automatic initiative on all Fronts.  This means that the Axis do all their movement first in all Fronts that they have initiative.  Movement can be into combat, or to just move a unit (like Axis & Allies: WWI 1914).

    When the Axis have finished their movement, then the Allies do their movement turn all at once.  Units already in combat with the Axis cannot move, but the Allies can move all other units just as the Axis.  They can even move units into a combat zone and reinforce it.

    There is a stack limit, and it is based on points.  Infantry are 1 point, tanks are 2 points and artillery are 3 points.  There can be no more than 10 points of ground units in a space by one side.  Planes are limited to 1 plane (or airbourne) per industrial zone.  A fortress or airbase can add 1 extra plane to any zone.  Airbases can be stacked, but each player nation has a limit as to how may airbases they can build.

    Axis1.JPG

  • Customizer

    Axis go first, as they start with initiative on all Fronts.

    Germany opens up by attacking Krakow, Denmark and the Netherlands. German tanks and Tac are held back for the blitzkrieg phase.  If they move now, they cannot be used in blitzkrieg phase.

    Movement of units is the same as Axis & Allies.

    After the Axis are done moving their units, then the Allies move their own units.  However, ‘surprise attack’ rules are in play here, as explained below.

    Axis2.JPG

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