here is some statistic on what people bid in bm306-03.PNG
Axis & Allies Global 1940 House Rules Expansion
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@the-captain ahh ok form at the end of the turn ready for offensive operations start of next turn if still intact.
Armies and Corps can be formed at any time they meet the requirements. That would be the difference then.
Cool i think i got it
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Great:relaxed:
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Two Questions,
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Can you create a Soviet Army Corps in the Mobilize New Units phase?
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Can you damage two Aircraft Carriers consecutively or does a Battleship need to be damaged in between?
Example: 1 damaged Battleship and 2 damaged Carriers are attacked. The attacker rolls and gets two hits. Can the Defender now select the two Aircraft Carriers or does it need to be an Aircraft Carrier and then a Battleship? -
Also, in a battle, does the Capital ship hit scheme goes like this AC-BA-AC-BA?
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@victoryfirst said in Axis & Allies Global 1940 House Rules Expansion:
Can you create a Soviet Army Corps in the Mobilize New Units phase?
yea from the Captain
You can form a Waffen-SS Army during the Non-Combat Movement phase as well as during Place New Units phase.
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:+1: barnee answered your first question correctly. Thanks, barnee:relaxed: :right-facing_fist:
You can take damage hit on as many Aircraft Carriers as you want - before (if) any of your Battleships gets damaged.
Normally you would choose to take hits on your Battleships (and Heavy Battleships) before having more Aircraft Carriers damaged - simply because you want your Fighters to land on your Aircraft Carriers, since this would give you the strongest defense.
Naturally, if you have “empty” Aircraft Carriers - and no reserve Fighters to bring forward to meet up with your Aircraft Carriers, you might want to take hits on those empty Aircraft Carriers:+1:
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@the-captain Ah ok, that clarifies a lot. I messed up that rule in all my games. I found the wording ‘each carrier is damaged before each battleship’ hard to understand, and in the example the hit scheme went like: AC-BA-AC-BA so I thought that was the way. That altered a lot of my games as in my example I would have taken the Carrier and the Battleship as a casualty.
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Your questions will be part of the Rules Clarification:+1:
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@the-captain so I’m pretty sure Paras aren’t affected by Landmines ? If Air moving ? I don’t see any way they would be and didn’t see anything in the rules.
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True - Paratroopers move by air in the same way as air units.
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So I assume, once you commit to an attack through a minefield, you have to carry through for at least 1 rd ? You can’t call off attack if the boys step in it ?
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Rules are the same as OOB - so you can retreat after any round of combat, when both attacker and defender have fired.
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@the-captain right on that’s what I figured. Those minefields can be kinda brutal for close battles. You don’t know how many of your guys will actually make it lol
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@The-Captain So Italy has taken Normandy in a counter attack. That means Germany can’t build Atlantic Wall units even if it has Inf present ?
The German player must control the territory in
which the bunkers are placed since the beginning
of that turn. -
@barnee
True - only in German Controlled Normandy, Holland/Belgium, Denmark & Norway can Germany build bunkers.So, in your example the Allies would have to capture Normandy from the Italians - and let Germany re-capture Normandy (and control for at least 1 complete round) in order to place Atlantic Wall Fortifications in that territory.
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@The-Captain just to clarify, King Tiger Tanks can move by rail ? I don’t see anything saying they can’t, just not by air or sea, so my guess is yes
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@barnee
Yes :-)The King Tiger unit moves by Strategic Rail Movement in the same way as other land combat units.
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@the-captain Want to make sure I’m playing this correctly
The Convoy Rule is for defensive use only.
Remember that the Transport units cannot be
chosen as casualties, unless there are no other
defending units left than Transports in that SZ.
In that case the Transports are eliminated one by
one as the attacker hits them. The Transports can
still defend – even if they are hit by enemy fire –
same rule apply as for other defending units.
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This battle continues until all Transports are
eliminated, the attacker is eliminated or the
attacker withdraws from combat.So Trprts have to be taken last as casualties in any Battle and can only do an amphibious attack, where they’d still be taken last and have an attack of zero, so a non factor in the naval battle
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Correct,
The rule concerning Transports defending is identical to the OOB rules - except for the fact that Transports defend at “1”.
Note:
When an amphibious assault is launched the situation is somewhat different.Example:
When Transports (without support from any other air or naval units) launch an amphibious assault, and enemy air units are scrambling against the Transports - the Transports are able to defend against these air units.Rounds of Combat would continue until one of these situations occur:
- Scrambling air units are destroyed
- Scrambling air units withdraw
- “Attacking” Transports are destroyed
- “Attacking” Transports withdraw
- Scrambling air units and “attacking” Transports are destroyed
This example is also eligible if the Transports initially are supported by other air or naval units - and these air or naval units are destroyed - and scrambling air units survive to continue the battle against the Transports.
Your question will be part of the Rules Clarification:+1:
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@the-captain ahh … sweet. Didn’t realize they could defend against scramble. I dig it : )
So in a case where it’s trprt vs trprt, you wouldn’t be able to attack though ? because the trprt is a surface ship ?
Edit
To clarify if a solo trprt is the only ship in a SZ, and a solo trprt amphib attacks, it could only do it Rds 1-3 before trprts D1 ? Also could only defend against scramble if no surface ships that have a defense value are present, unless other ships attack with it ? -
True,
That scenario would most likely never happen anyway, since a Transport cannot block enemy movement (OOB rules).
So in your example, the “attacking” Transport would simply ignore the “defending” Transport - and move into or through that sea zone - either during Combat Movement or Non-Combat Movement.