@Grandmaster-Bert
nice like the artwork :) Seems as if the unit names are a tad too dark but it all looks good
Global 2nd edition Q+A ( AAG40.2)
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No, the rules are clear
Attacker divides bombers into groups after the air battleThe AAA is rolled by facility, so in his example, the IC rolls 1 die and if it hits, the Strat bomber is destroyed
The base rolls 2 dice and any hits would take down the tactical bombers attacking itIt’s possible to have a mix of strats and tacticals attacking a base if the attacker chose this kind of an attack group. It is only in that case that when the AAA hits, the attacker can choose.
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@Young:
After (I did) one read-through, your subscriber appears to understand it correctly.
The attacker has to declare what facilities the tacs/strats are bombing prior to AAA roll but after the air battle, and yes that prevents the tacs from protecting strat bombers at other facilities
That’s just how the rulebook prescribes it
I don’t see anything in that particular comment about who gets to roll in the air battle…… as an aside…From subscriber…
This is such a complicated and poorly described rule in the manual. Lol. So, my final question would be, if you have 1 strat and 2 tacs making it through to the second phase, the complex and bases will roll 3 dice. Do the rules specify if these rolls are made individually or collectively by the facilities? Meaning, does the complex roll 1 die and then the bases roll the other 2 dice? If the facilities roll 3 dice collectively and get 2 hits, is it fair that the attacker then pick 2 tacs as casualties instead of a strategic and tac?
Indeed, this is a bug in Triple-A 1.809 fixed in 1.9. Perhaps the confusion comes from the old bug?
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There’s been some debate on this thread: http://www.axisandallies.org/forums/index.php?topic=38462.45
as to how the rule “When not yet at war with the United States, in addition to the normal restrictions, Japan
may not end the movement of its sea units within 2 sea zones of the United States’ mainland territories (Western United States and Alaska)” should be interpreted - specifically, where to start counting those 2 sea zones.In effect, the question boils down to whether Japan, while not at war with the US, may end its move in any of the following sea zones: 4, 7, 13, 14, 15, 26, 27, 28.
Can we have an official ruling on this one please?
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Sure,
Every single one of those sea zones you listed are legal for Japan. They are three zones from WUS and Alaska, the way the rule book intends it to be counted.Z10 counts as 1 zone, for example, and Zone 9 is the second zone so Zone 9 is off limits.
Z8 and Z3 are not allowed for Japan movement, but 4 and 7 areI know this for sure because Krieghund answered it for us in the past - we had the same question
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Is there any impediment to landing fighters on a newly mobilised carrier when that carrier is being mobilised into a hostile sea zone?
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Is there any impediment to landing fighters on a newly mobilised carrier when that carrier is being mobilised into a hostile sea zone?
From the rule book:
“You can place fighters and tactical bombers into territories containing an industrial complex controlled by your power from the start of your turn, or on an aircraft carrier owned by your power in a sea zone (even a hostile one) adjacent to a territory with such an industrial complex.” -
Sure,
Every single one of those sea zones you listed are legal for Japan. They are three zones from WUS and Alaska, the way the rule book intends it to be counted.Z10 counts as 1 zone, for example, and Zone 9 is the second zone so Zone 9 is off limits.
Z8 and Z3 are not allowed for Japan movement, but 4 and 7 areI know this for sure because Krieghund answered it for us in the past - we had the same question
Thank you! I was leaning toward thinking those sea zones wouldn’t be accessible but opinions were divided, so thanks for clearing this up.
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Is there any impediment to landing fighters on a newly mobilised carrier when that carrier is being mobilised into a hostile sea zone?
From the rule book:
“You can place fighters and tactical bombers into territories containing an industrial complex controlled by your power from the start of your turn, or on an aircraft carrier owned by your power in a sea zone (even a hostile one) adjacent to a territory with such an industrial complex.”I was thinking of landing an existing fighter on a newly mobilised carrier.
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I was thinking of landing an existing fighter on a newly mobilised carrier.
Sorry, I misread.
Also from the rulebook:
“A fighter or tactical bomber can land in a sea zone (even a hostile one) that is adjacent to an industrial complex you own if you will be mobilizing an aircraft carrier that you previously purchased in that zone during the Mobilize New Units phase.”
So there is no impedement, you can land fighters on a carrier you will be mobilizing, even in a hostile sea zone.
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Thanks. That’s great!
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In a battle, air units and submarines participate. The defending naval units are eliminated and the defender has lost all its sea units. That is, the naval part of the battle is one and the air battle continues.
If the attacker decides to retreat, can the sub follow along? I would normally not think of this because the software would guide us through it, but I’m in a situation where I need to edit a casualty choice and restore the board.
Thanks for your input!
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When air units retreat, they stay in the contested zone temporarily.
Land and naval units retreat together as prescribed by the rule book (naval units cannot retreat to a zone that was hostile at the beginning of the turn, but can retreat to any zone that any of the attacking naval units passed through)The answer is yes, the subs can retreat to a zone that naval units came from or passed through, but only subs that were never submerged. The attacker could submerge the subs on any given round(s) that combat is still going on in order to keep the subs in the combat zone while the air retreats. Each sub submerges individually, so a combination of retreating and staying could possibly be accomplished.
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When air units retreat, they stay in the contested zone temporarily.
Land and naval units retreat together as prescribed by the rule book (naval units cannot retreat to a zone that was hostile at the beginning of the turn, but can retreat to any zone that any of the attacking naval units passed through)The answer is yes, the subs can retreat to a zone that naval units came from or passed through, but only subs that were never submerged. The attacker could submerge the subs on any given round(s) that combat is still going on in order to keep the subs in the combat zone while the air retreats. Each sub submerges individually, so a combination of retreating and staying could possibly be accomplished.
Thank you! I’ll watch for how AAA does this, it probably asks if attacking subs want to submerge or retreat first, then ask for all other units.
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I think it will just ask if you want to retreat
You have to submerge the subs at the beginning of a round of combat - you don’t submerge them when retreating -
We encountered the following situation. Germany attacks an English transport with a sub + a couple of fighers. The English send a couple of scrambled fighters to aid the transport.
What if: the English fighters kill the German fighters? Are the German subs forced to retreat? Is the English transport auto-destroyed?
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Transport is destroyed.
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Great, thanks!
What if: the Germans retreat after 1 round of combat? Will the transport in that case only be destroyed if the subs rolled a hit during that one round?
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If at the end of a round of combat there are only transports (or AAA) left, you can’t retreat. So if the attacking fighters destroyed the last defending fighter in a given round, the attacker would have no options because combat is over. The sub would have to stay there and sink the transport (well, unless you choose to submerge the sub before it scores a hit, because maybe you want the transport to survive - this is a possibility)
So if after 1 round of combat there is a remaining UK fighter, then the Germans can retreat, and the transport would be sunk if the sub scored a hit. If after 1 round of combat all UK fighters are destroyed, then there can be no retreat
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Thanks! But I will rephrase my question because I still have a situation in my mind that’s not resolved. Maybe I’m just thick-headed. Apologies in that case…
Germany attacks with 1 sub + 2 fighters.
UK defends with 1 transport + 2 fighters (scrambled).Germany rolls 1 with the sub; and 6,6 with the fighters.
UK rolls 1,6 with the fighters.Germany wants to preserve its fighter and retreat. What happens to the transport; has the sub killed it in the 1st combat round? What happens to the sub if Germany retreats its remaining fighter and sub?
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Thanks! But I will rephrase my question because I still have a situation in my mind that’s not resolved. Maybe I’m just thick-headed. Apologies in that case…
Germany attacks with 1 sub + 2 fighters.
UK defends with 1 transport + 2 fighters (scrambled).Germany rolls 1 with the sub; and 6,6 with the fighters.
UK rolls 1,6 with the fighters.Germany wants to preserve its fighter and retreat. What happens to the transport; has the sub killed it in the 1st combat round? What happens to the sub if Germany retreats its remaining fighter and sub?
This is the order how to resolve this situation:
1. The German sub has it’s surprise strike. As it hits, the hit must be assigned to the Transport. The Transport sinks and is removed from the game.
2. The German fighters shoot and miss
3. The UK fighters shoot and score a hit
4. Germany removes a fighter, as the German sub cannot be hit by the UK fighters.
5. Germany retreats the remaining fighter (during NCM) and the submarine (to a single adjacent friendly space from which it came from).HTH :-)