@taamvan OK, I’ve discussed this with Larry. I have apparently erred on the side of “realism”. While my answer made sense from that point of view, it over-complicates the rules in play. To keep the rule simple, moving units using an ally’s transport is in effect the same as moving them with your own, with the exceptions that a) they must be offloaded on a later turn than when they were loaded, and b) the transport moves on its owner’s turn, if at all. I will amend my answers above accordingly.
Krieghund
@Krieghund
Best posts made by Krieghund
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RE: Global 2nd edition Q+A ( AAG40.2)
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RE: Bonus Movement is Unrealistic Nonsense
It always interests me from among the many, many things that are abstracted in the broad-brush approach of these games what certain players home in on as “unrealistic”. I guess it depends on either what each individual’s pet interest is or what game mechanism they dislike the most. In any case, the bonus movement from bases is simply a very broad abstraction of the logistical advantage they provide, and, like it or dislike it, they do add an element of strategy to the game.
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RE: Playtesters Wanted for A&A: North Africa by Renegade Games
@imperious-leader Thanks, IL. I’m already on board!
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RE: Submarine withdrawal question
@the_good_captain You may withdraw some or all of them. If a group withdraws together, they must all withdraw to the same sea zone.
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RE: Global 2nd edition Q+A ( AAG40.2)
@contango said in Global 2nd edition Q+A ( AAG40.2):
Question: During the same UK non-combat phase, can the UK land unit starting in United Kingdom load onto the US transport whilst the UK land unit starting on the US transport offloads into Normandy Bordeaux?
The rules say that allied units must remain on the transport for a round before offloading, even if the transport doesn’t have to move, strongly implying that the transport “moves within the sea zone” during the ally’s turn between the moving power’s turns. Applying that principle disallows a move such as this.
Yes, but loading must occur before offloading, as offloading disallows any further activity on/by the transport during the turn.Bonus Question 1: If the answer above is “yes”, would it still be “yes” if the UK land unit starting on the US transport offloads into United Kingdom?
While the above answer is “no”, it would be “yes” in this case. Since the two units loaded from and offloaded to the same territory, it would be OK. Of course, the only reason I can think of to do that is to trade an infantry for another unit type (or vice versa). Needless to say, the unit not on the transport must load before the unit already on the transport offloads, as offloading disallows any further activity on/by the transport during the turn.
Yes.Bonus Question 2: If the answer to the first question is “yes”, would it still be yes if neither of the UK land units were infantry? (is the spirit of the rules that loading always happens first and hence would not be allowable because two non-infantry units would be aboard the transport together, or could the offload be seen as happening first?)
This would not be allowed at all, as loading must occur before offloading.
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RE: Larry Harris' website had been shut down - and is back again!
I have uploaded the FAQs for all of the OOP games (Classic, Europe, Pacific, Revised, D-Day, Battle of the Bulge, Guadalcanal, 1942 1st Edition) in their appropriate forums. Could someone please “sticky” them?
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RE: Those blind U-Boat Commanders
@chaikov Yes, you’re interpreting the rules correctly.
However, WWII submarines didn’t “block” convoys. They attacked them, causing significant losses, but not stopping them altogether. Submarines were given the ability to pass through enemy units (countered by destroyers) in order to give them better survivability so they could live to attack on their own turn. This works both ways so that players can’t flood the board with cheap blockers and slow down game play.
I hope this helps.
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RE: 2nd Edition Western Canada Misprint
@The-Lone-Wolf Western Canada should have a Canadian emblem. It’s in the FAQ, also available at Panther’s link above.
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RE: Defending German subs question...
@The_Good_Captain The rule applies in all sea battles where there are sea units allied to the attacker present, regardless of the type(s) of defending German sea units. The rule mentions only German subs because the author failed to take into account the possibility that the situation could also exist with German surface units if they were mobilized in a hostile sea zone. This oversight was corrected in the Axis & Allies Pacific Rulebook.
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RE: Applying Casualties Question
@the_good_captain You have it right.
Unfortunately, it’s very common to run into people who have something wrong but insist they’re right. Misconceptions can be very deeply ingrained. When they concern game rules, I’ve often found they come from being taught the game by someone else who got it wrong without ever really reading the rules for oneself.
The first time I ever played Risk (in the 1970s), I was taught by an older boy at a community center. I enjoyed the game so much that I soon bought a copy for myself. After reading the rules, it was a very different (and better) game than I was taught.
Latest posts made by Krieghund
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RE: Transfer Capital between teammates
@coachdcj Player 2 is correct. From the Official Rules Clarifications document (page 4):
You can never give an ally anything: units, territories or I.P.C.'s.
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RE: Transports
@King_Of_Tanks In this game, they can be taken as casualties whenever you like.
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RE: Defending German subs question...
@The_Good_Captain The rule applies in all sea battles where there are sea units allied to the attacker present, regardless of the type(s) of defending German sea units. The rule mentions only German subs because the author failed to take into account the possibility that the situation could also exist with German surface units if they were mobilized in a hostile sea zone. This oversight was corrected in the Axis & Allies Pacific Rulebook.
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RE: Axis and Allies Europe 1940 2nd Edition ( AAE40.2) FAQ/question
@Aknorian Thus, a full transport may carry (2 infantry) or ((1 tank, mechanized infantry, artillery, or AAA unit) plus 1 infantry).
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RE: Axis and Allies Europe 1940 2nd Edition ( AAE40.2) FAQ/question
@Aknorian Yes. See page 34 of the Rulebook.
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RE: Axis and Allies Europe 1940 2nd Edition ( AAE40.2) FAQ/question
@Aknorian There is no rule that explicitly says you can’t do it. The rules simply don’t say that you can. Thus, it is prohibited by the fact that there is no process or conditions outlined for doing so.
The only mentions of change of control in the rules are claiming friendly neutrals on page 10 and after combat on pages 20 and 21. There is, however, a mention on page 13 that if you leave a territory empty you retain control of it until an enemy moves into it and captures it, which does not allow for the possibility of a “friendly” transfer of control.
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RE: Fortune Card #11 question
@The_Good_Captain @SuperbattleshipYamato Sorry, I missed the word “Fortune” in the original post. That makes quite a difference!
Combat occurs only in the zones selected by the Allies. The Axis can’t defend in a zone if there’s no attack there.
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RE: Fortune Card #11 question
@The_Good_Captain The Axis units defend (see page 10 of the Rulebook), and combat occurs in all zones where combat situations exist (see page 17 of the Rulebook).
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RE: Axis and Allies Europe 1940 2nd Edition ( AAE40.2) FAQ/question
@Aknorian You mean can you just hand control of them directly over to another power on your side? No. A power can normally only take control of a territory by capturing it from an enemy power. The only exceptions are taking control of a friendly neutral territory and turning an ally’s original territory back over to it when its capital is liberated.
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RE: Quick Win?
@Black Yes, it’s possible for this to occur. However, it’s also easily prevented by the Soviet player. Since the Soviet Union goes first, the Soviets should attack West Russia and eliminate the threat to their capital before Germany has a turn.