@Panther
Thanks!
FAQ Now Available
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One Germany open they hit the sea zone off east us I destroy US fleet , Germany has one sub left. On USA turn they purchas 2 destroyers and drop them in that Seazone . On Germany’s turn during combat can I move my sub out of that sea zone or will destroyes prevent this
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Afternoon General Kenobi.
Yes, the German player can move out of the SZ.
A Destroyer stops movement into the SZ, not out. -
The problem is that wherever they go, the US destroyer can follow :)
They’ve done their job though and maybe even get lucky and score a 1 on defense. -
No. The only thing that voids the option to ignore enemy transports and/or subs is if the defender scrambles air units to the sea zone.
Did Axis & Allies 1942 2nd Edition introduce “scramble” rules?
And hi. -
Hi tekkyy. No it has not.
Most guys here have all the games, so Krieg was probably just pointing that out to us for 1940. -
The official FAQ has been updated per September 3, 2014.
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Thanks P@nther.
Does anyone know what the differences are?
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Loz: I think it is just one major change and a mistake (in intention) by the creator.
The rules said you could not attack a Sub or TT in a SZ and move out at the same time.
That was never intended.
A Sub could hold up all your units (if you attacked it), following the rules as they were written and understood.Now, you can attack either of these two units(which do not make a SZ Hostile), with part of your forces occupying the same SZ and move others away.
It was an annoying loophole.Hope you have been well.
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Movement
Q. If some of my units begin my turn in a sea zone with enemy submarines and/or transports and I decide to attack them, can I move some or all of my units out of the sea zone in combat movement to avoid having them participate in the combat?
A. Yes. Even though the sea zone is not hostile (it contains no enemy surface warships), you can still move units from the sea zone in combat movement to escape combat if you’re attacking there. However, you must still respect the rules for moving units in the Combat Move phase to escape combat.
CombatI think this is it.
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Thanks Wittmann, I must admit I did not know you could do that! :-)
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@P@nther:
The official FAQ has been updated per September 3, 2014.
Do you know if anyone can correct / edit some initial (unintentional) mistakes in this official article about 1942 second Ed. set-up?
http://www.axisandallies.org/resources-downloads/setup-chart-axis-allies-1942-second-edition/
Or is it doomed to stay as it is for the historical record?The start-up IPCs are 31 for UK and 41 for Germany.
There is also inside the Soviet Union set-up a line which was forgotten: “Kazakh S.S.R.: 1 Infantry”
It should be listed:
Soviet Union
Starting income: 24 IPCsRussia: 4 Infantry, 1 Artillery, 1 AAA, 2 Tanks, 1 Fighter, Industrial Complex
Karelia S.S.R.: 4 Infantry, 1 Artillery, 1 Fighter, Industrial Complex
Archangel: 1 Infantry, 1 Tank
Novosibirsk: 1 Infantry
Caucasus: 3 Infantry, 1 Artillery, 1 AAA, 1 Tank, Industrial Complex
Kazakh S.S.R.: 1 Infantry
Evenki National Okrug: 2 Infantry
Yakut S.S.R.: 1 Infantry
Buryatia S.S.R.: 2 Infantry
Soviet Far East: 2 InfantryNaval Setup:
Sea Zone 4: 1 SubmarineI found it because I used a copy of this list. And I realized there was a difference between Triple A set-up and my board game set-up (which was base on that list).
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AFAIK it was djensen himself who provided the information over there. :-)
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Thanks for the answer.
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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. -
Hi,
I’m wondering about AAA units movement rule.
Did the official rule change about them in a revised FAQ?
Because one of my fellow players said that an addendum has been made lately on this issue.Can you move an AAA unit on board a transport during Combat Move (with an Infantry unit also, to maximize the transport loading allowance) and unload the Inf in Combat move and the AAA in Non Combat move?
And, under the actual OOB rule, in which AAA can only move during NCM, is it possible to load both AAA unit and 1 Inf in NCM phase and unload both of them in the same NCM phase?
Thanks. -
@Baron:
Hi,
I’m wondering about AAA units movement rule.
Did the official rule change about them in a revised FAQ?
Because one of my fellow players said that an addendum has been made lately on this issue.No.
@Baron:
Can you move an AAA unit on board a transport during Combat Move (with an Infantry unit also, to maximize the transport loading allowance) and unload the Inf in Combat move and the AAA in Non Combat move?
No.
@Baron:
And, under the actual OOB rule, in which AAA can only move during NCM, is it possible to load both AAA unit and 1 Inf in NCM phase and unload both of them in the same NCM phase?
Thanks.Yes, as long as they both offload into the same territory.
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Thanks Krieghund for the reply.
It definitly clear things out for me about this rule. -
Are factories allowed on Islands, If not… where does it say?
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Yes they are, YG.
Hope your game went well. -
@wittmann:
Yes they are, YG.
Hope your game went well.Thanks Wittmann, and it’s next Saturday I play. Cheers