Axis and Allies Europe 1940 2nd Edition ( AAE40.2) FAQ/question


  • Thank you Wittmann,  I thought so, but couldn’t find it in the rule book.


  • @wittmann:


    Yes, Subs get a sneak each round that there is no Destroyer present on the other side.

    I’m new to Europe 1940, still absorbing the rules - Trying to understand sub battles - If a sub attacks ships without an enemy destroyer present, do they get a sneak attack first and then get to fire again during the “normal” conduct combat phase? And assuming they survive, then they can continue this “two shot attack” each round until they are eliminated?

    Thanks in advance for clarification.


  • Morning SeamansAZ and welcome to the forum.
    A Sub does not attack twice a turn. The Sneak is its one attack. They just get it early and get that advantage, if no Destroyer Is present.


  • I likely missed this question being answered, but from the rule book 40E2.0, it is unclear to me that a not yet at war, US or USSR cannot move units into aligned neutral territories and even once at war cannot blitz through one friendly neutral to enter a second?

    Thanks for any insight / confirmation.


  • You are right on both counts. If not at war, they cannot move into and claim Frirnfly Neutrals and once at war, you cannot move through a Friendly Neutral into another territory.


  • Design question, why was bomber cost reduced to 12 from 15 (classic game)?  Seems too cheap for the attack factor they receive.


  • @Carolina:

    Design question, why was bomber cost reduced to 12 from 15 (classic game)?  Seems too cheap for the attack factor they receive.

    Not really an answer to “why” ist was changed, but it has been bombers for the price of 12 in all games starting from and with Anniversary Edition.
    So this is not a specific Europe1940 design issue.


  • hi all,
    I’m new (2 weeks) player with 2nd editions EU40 e PA40, but long time (decades) A&A player with Classic.
    I’m trying to prepare an italian short “how to play” book for my friends. Regarding bombing raid and damage to IC I’ve found in the EU40 2nd ed. rulebook those:

    a) ###  Conduct combat - Strategic and Tactical Bombing Raids - pag 17
    To mark the damage done by the attacking bomber(s), place 1 gray plastic chip under the targeted industrial complex or base per damage point rolled. An industrial complex can’t receive more than 20 total damage for major industrial complexes and more than 6 total damage for minor ones. Air bases and naval bases can’t receive more than 6 total damage. Damage exceeding these limits is not applied.

    b) ###  Unit Profile - Industrial Complexes and Bases - Damaged Factories and Bases - pag 27
    See the Unit Profile of each facility for the effects of damage on it. Total damage to an industrial complex can’t exceed 20 for major and 6 for minor industrial complexes. Air bases and naval bases can’t exceed 6 damage points.

    c) ###  Unit Profile - Industrial Complexes - Subject to damage - pag 27
    Industrial complexes can have at least as many damage markers as they have production ability. In such a case, no new units can enter the game through that complex until it’s repaired.

    **Question:**If 3 strategic bombers rolled 3 dices and got 4-4-4 on a Majoc IC (full repaired),
    (it’s 18 total, counting +2 every die rolled)
    how many damage markers I’ve to add to that IC?
    +18 markers (following a and b ) or IC damage markers can be max 10 (following c)?

    Not sure about the real meaning of c) rule in comparison with a) and b)

    thanks in advance

    P.S. same in PA40 2nd edition rulebook. Not found notes on EU/PA FAQ 2nd edition. Done little searching in this forum without success (pls how to search in subforum only?  :?). In 1st edition rulebooks c) is attached with b)


  • @Garibaldino:


    Not sure about the real meaning of c) rule in comparison with a) and b)

    Welcome to the forum, Garibaldino.

    A major industrial complex (MIC) can produce 10 units. Their maximum damage is 20. So far, so good.

    Now your point c) comes in:

    In case the damage of a MIC is exactly 10 no unit can enter the game and you need to repair at least 1 damage to allow 1 unit to enter.
    Repair 10 to allow 10 units to enter the game - or any number inbetween.

    If the damage is 11, you need to repair 2 damage to allow 1 unit to enter the game.
    If the damage is 20, you need to repair 11 damage to allow 1 unit to enter the game.

    So this is the meaning of the sentence “Industrial complexes can have at least as many damage markers as they have production ability. In such a case, no new units can enter the game through that complex until it’s repaired.”

    Please ask, if anything remains unclear  :-)


  • Buona sera Garibaldino. Dove sei, possibly chiedere? Io son Fiorentino, ma abito in Inghilterra da 40 anni.

    The answer is 18 damage (Max is 20).
    To produce just one unit, you would need to repair 9 damage first.


  • good morning all

    thanks all for clarifications on my IC/damage question
    (your replies were so fast that by browser can’t see 'em  :-D until yesterday… bad cache or something …)

    I used them in my italian traslation with something like this  (my english is really basic one)


    IC can produce units only when damage markers are in numbers less than production ability. With more damage markers (equal or greater than production ability) no new units can enter the game through that complex until it’s repaired enough to regain some production level.
    Damage markers over 20 (major) or 6 (minor) are ignored.

    to wittman: come si sta in Inghilterra? Immagino tutto bene. Qui, Piemonte-Torino, la giornata e’ stupenda. ciao!


  • Sounds fine like that.
    Sei vuoi scriverlo in Italiano, posso guardarlo come l’hai scritto per I tuoi amici. Anche per PM.
    Stiamo benissimo, grazie. Vado dai miei per pranzo, poi guardo la Fiorentina. Siamo appassionati. Il 3 Aprile sono a Firenze in vacanza e andro’ allo stadio.

    Enjoy your games!


  • General question Europe or Pacific…  Sea zone amphib assualt against an island with a defending carrier and 2 fighters in the sea zone and 1 infantry on the island.  After first round of sea zone battle, attacker has 1 damaged BB and transport with 2 infrantry, and defender chooses to lose the carrier and keep 2 fighters in air over the sea zone.  Question… can the transports land the infantry and start a land battle even though the sky above the attacking BB and TP still has defending fighters?  Rules only state there is a sea battle if there are defending warships and/or “scrambled” aircraft (not aircraft from a carrier).


  • @Carolina:

    General question Europe or Pacific…  Sea zone amphib assualt against an island with a defending carrier and 2 fighters in the sea zone and 1 infantry on the island.  After first round of sea zone battle, attacker has 1 damaged BB and transport with 2 infrantry, and defender chooses to lose the carrier and keep 2 fighters in air over the sea zone.  Question… can the transports land the infantry and start a land battle even though the sky above the attacking BB and TP still has defending fighters?  Rules only state there is a sea battle if there are defending warships and/or “scrambled” aircraft (not aircraft from a carrier).

    No, the attacker has to kill the defending fighters before being able to land his units. When the Carrier is sunk, the sea battle continues unless the attacker does not retreat.

    HTH :-)

  • Official Q&A

    The latest FAQ link in this thread is now broken.  This one will work.

  • 2024 '22 '21 '19 '15 '14

    Q: Why does the map show Sierra Leone as true neutral and not under British control?

    I feel strongly that this should be addressed in the Errata, both for historical accuracy and gameplay. As a British starting territory Sierra Leone could serve as a staging territory for the Allies, and as a potential location for bases, as it actually was during this period of the war 1940.


  • Has anyone felt the need for blow-up boxes on some of territories because they are just too small to handle all of pieces?  esp. United Kingdom, France.  There was such things for use in original A&A.

    OR why is Africa so large?  Europe needs to be increased in size (so what if somewhat distorted).  BTW, 1914 has the same problem.


  • Very sorry if this is too ignorant a question… Is the 1940.2 rules document the most current, definitive ruleset?  Does this incorporate the Alpha 3 rules changes?


  • @Swishtail:

    Very sorry if this is too ignorant a question… Is the 1940.2 rules document the most current, definitive ruleset?  Does this incorporate the Alpha 3 rules changes?

    Yes it is, the 1940 2nd Ed. ruleset superseded Alpha3.

  • 2024 2023 '22 '21 '20 '19

    To sir_cala    Re: amphib assault by Bri>Ger:  Bri transports in sz110 could move unimpeded thru sz112 and 113 even with subs, and ended in sz114 and unloaded into Berlin.  Air in W.Ger can’t scramble for transports passing thru sz112 or sz113 because scrambling occurs only after all combat moves by attacker are complete.  Without surface warships, the sea territory with the airbase is not hostile.  This is verified by computer allowing the full combat move and not asking for scrambling in an actual game that I played.

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