Thank you. That was the conclusion we reached, and the airbase ended up, rather uselessly, on the West Indies.
Axis and Allies Europe 1940 2nd Edition ( AAE40.2) FAQ/question
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Sorry in advance for what has probably been asked before but I have a quick question regarding submarines:
Specifically this involves the G1 battle for sz109. Germany has brought two subs against the UK DD and TT. The UK decides to scramble but on the first round of combat Germany scores a hit. Since UK can neither choose the Fighters nor TT as casualties, she must choose the DD. The DD can still return fire of course, but since it is now dead the fighters cannot fire at all, correct?
Thanks!
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the UK fighters would be able to fire in the first round, after that they wouldn’t be able to because the dd wont’ be around.
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Thanks for the quick reply!
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The official FAQ has been updated per September 3, 2014.
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Question came up during play- if a player non-combat moves a destroyer into the same sea zone as an enemy submarine, can the submarine move out of the sea zone on its combat move, or is it “trapped” in the zone and must conduct combat?
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The sub can move during combat move phase to avoid combat.
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hello I have a question about retreat wich came up yesterday during my game.
we came to an agreement but I feel bad that we did not find an answer to this in the rules because this move led to an allied win in the end .here’s what happened the soviets atacked a german army in belarus from bryansk, leningrad and a tank from moscow. now my plan was to atack the superior germans for 1 round and then retreat to smolensk in to the path of 9 fresh divisions of infantry,
because the tank from moscow had passed through it on its way to the front at belarus.now was I correct in assuming that since the tank used it second move to move from smolensk to belarus , this counted towards the need for troops to have come from a friendly space on the map, so I could retreat my russians in a legal way to smolensk and have the edge in manpower?
Was I correct :? cheers
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You are right . You could retreat your surviving units (as a stack) to any one of those 3 territories.
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thanks for the reply and easing my mind cheers :-D
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The rulebook says we can’t build complexes on islands. Is New Zealand an island? If not, and ANZAC has the option to build an IC there, are there any other “islands” that would be eligible to build an IC?
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When the Rulebook sucks, just fix it with houserules and be happy
Even the designer Larry Harris have made houserules to his own game since he was not satisfied with the Directors cut, he even named it LHTR but they are just house rules, no more official than the houserules you make, so go ahead and make your day man
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I am taking the plunge and moving from 1942 to Europe 1940. (Eventual goal is to play global) I set up the board last night. I read the rule book 3 times. I think I have a decent understanding of the changes. I do have one question:
Are fighters still allowed to attack land units such as tanks or infantry? Or is this role strictly reserved for the new tactical bomber unit?
In the rule book it mentions fighters used as interceptors and escorts. It also mentions they can scramble. It never mentions if they are allowed to participate and hit land units in combat.
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Hi and I hope you enjoy your new game.
Fighters can attack land units, as usual. No change there. -
The official FAQ has been updated per November 24, 2014:
What is new?
@FAQ:
Purchasing Units
Q. Can I purposely purchase more units than I can mobilize with the intent of deciding which
units I want to keep based on the outcome of battles I intend to fight?
A. No. You may only purchase as many units as you will have the ability to mobilize after making repairs
to any damaged industrial complexes. The rules for returning excess units are intended only for
inadvertent over-purchasing. -
If Japan moves all its fleet with 6 loaded transports into sea zone 9 on round 3, would that provoke USA to go to war?
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Japan does not exist in the Europe game.
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Hello all.
Recently I started playing a&a Europe 1940 2nd edition, and I Am really excited about this game and look forward to playing global when i get the chance.Ive been reading a lot about strategy for diffirent nations on this site and have also learned a lot from young grasshopper strategy series on YT.
After watching videos, reading strategy and mesmorizing the game rules I think I understand and know most game rules, however one thing is not clear to me. What happnes when the following events occur.
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Germany attacks the ships in sz 110.
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Brittain scrambles 3 fighters.
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brittain throw poor dices and only manage to take out a sub and a fighter from Germany while loosing all their ships.
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Germany flies the planes back to the mainland, but have to leave a sub and undamaged battleship in sz 110.
Then in the UK turn the UK decides to send in their remaining destroyer to sz 110 to take out the sub and battleship.
Can they also send in the 2. Fighters they used to scramble?
In the rules I read that fighters used to scramble can only fight once a turn, but does that mean once in the defending round? Or once in the entire turn 1 of the game.
I hope someone can help a noobie player out here.
Thanks in advance.
Pas08
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Hello Pas08 and welcome to the forum.
Scrambling is a movement of the defender that takes place at the end of the combat movement phase of the attacker’s turn.
Rulebook says:
@rulebook:
…
They
can’t participate in any other battles during that turn,
including a battle in the territory from which they were
scrambled.
…So during the attacker’s (Germany) turn the British fighters are used for scrambling and thus cannot be used to defend also the territory in this (German) turn.
They can of course be used during the British turn. So yes, on UK’s turn they can be sent to attack the Germany ships.
HTH :-)
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Welcome, Pas08!
An important concept that will help you understand the rules is the difference between a “turn” and a “round”. A turn is one power (Germany, UK, etc.) going through the turn sequence. A round is all of the powers having a turn. So, if something happens only once per turn, it can happen again as soon as another power begins its turn, while something that lasts for a round must wait until that same power has its turn again.