@Sgt-Mclusky Unlike previous renditions of A+A I find that AA40 has so many options and paths to victory that were still playing it and seeing new strategies in my group. Granted I was late to the party with this version so I don’t have years of experience, but we do play an awful lot, and almost never see the same game twice.
Global 2nd edition Q+A ( AAG40.2)
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Interesting that it’s called a Europe FAQ and has a Mongolia question on it… :wink:
I guess Europe was the 2nd one to come out and you need it to have global, which is the only time Japan could invade Russia and Mongolia at the same time
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Interesting that it’s called a Europe FAQ and has a Mongolia question on it… Â :wink:
Yes, in the Global Game Rules section.
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Ah, I missed that at a glance :-P
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May I take a pro allies territory with an aa gun as the allies?
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No Cow.
Has to be a ground unit with an attack value, so it is the only one which cannot.
Explains it in the section at the back: Land Units. -
Wittman is right, again.
I hereby nominate Wittman to be a rules deputy. :-)
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cow knows surprisingly little about the game for how great he claims to
be… :roll: -
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Triple A allows two tacs on a carrier…is this legal? I thought you could have two fighters or one fighter and one tac…was this rule changed in 2e?
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@captain:
Triple A allows two tacs on a carrier…is this legal? I thought you could have two fighters or one fighter and one tac…was this rule changed in 2e?
Rule changed apparently cuz u can have 2 tacs on an acc.
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@captain:
Triple A allows two tacs on a carrier…is this legal? I thought you could have two fighters or one fighter and one tac…was this rule changed in 2e?
No, you could always have 2 tacs on a carrier from the beginning
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I have a question about factory upgrades.
In a game Im currently playing my opponent took Moscow and reduced the major to a minor. Russia took Moscow back and was able to grab some of the Eastern Europe territories…so they collected 54 pu’s.
Can I pay for the upgrade and immediately place ten units in Moscow…or do I have to wait a turn? It will be another few turns before Germany threatens Moscow again and I want to get as many units placed as I can. -
Captain walker: you can only place 3 on the turn you upgrade.
You do have to wait one turn as you thought.
Sorry, and good luck! -
thanks wittman! I thought that was the way it worked…was hoping otherwise.
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Triple a makes a bunch of non intuitive rules lately, so I like to just ask when something comes up.
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Are inoperative airbases (3 or more damage) incapable of launching rocket attacks or paratroopers?
Neither the tech rules nor the base rules address this specifically. The air base rules only say that an inoperative air base can’t increase air unit range or allow air units to scramble.
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Are inoperative airbases (3 or more damage) incapable of launching rocket attacks or paratroopers?
Neither the tech rules nor the base rules address this specifically. The air base rules only say that an inoperative air base can’t increase air unit range or allow air units to scramble.
I’m sure they can’t do either if they’re damaged to that point.
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That’s what I’m thinking, but I wonder what Krieghund will say…
I’m wondering if they forgot to consider inoperative status when writing the tech rules, because they should have said “from your operative air bases” or something like that in the tech rules. There is nothing in the rulebook that says you can’t use inoperative air bases for rockets and paratroopers.
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Good question, well put.
I’m hoping the official answer will be yes you can, because it’s not in the rules that you can’t. Still, would that therefore be logical? Or should the correct answer be that inoperable Air Base cannot perform ANY functions?
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clearly the only answer that makes sense is that an ab with >2 damage can perform NO functions. but i’ve been surprised before. :lol: