I’d still check out the Atari “Axis & Allies,” unless you have NO interest in RTS (as stated, like Command & Conquer). It trades strategy for faced pace action, and can be fun with friends on a LAN. I got a chance to play for a while, and it can be entertaining, for a short time…
Others to try would be Sudden Strike, another RTS but not as goofy, and my all time favorite RTS involving WW2 material: Close Combat. A damn good game…
I downloaded a copy of Iron Blitz from a website I can’t remember - I’ll try and track it down. It was a relatively small download, runs fairly well (gets slower and slower as you go on, even when turning down some of the settings), and is FREE!!!
Odd question regarding capture/movement of AA Gun
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Okay, so had an odd situation crop up while playing 2nd Edition over the weekend. The American player captures W. Europe from the Germans. On their Non-Combat move, they proceed to move the newly captured AA Gun onto his transport to keep the Germans from re-capturing it on their following turn.
Is this legal?
Is it in the spirit of the rules? -
that is legal
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All of the clubs that I have played in state that you cannot move a newly captured aa gun during noncombat. One example is here, at the AAMC site (geesh, I didn’t even know this still existed lol).
http://www.aamc.net/bunker/aaruleclrfd.htm
If you scroll down to the section labeled “Antiaircaft Guns”, you will see “Six important gun facts are: 1. If you capture an enemy AA gun during your combat movement, you cannot move that AA gun during the non-combat phase of the same turn.”
This was the case in all PBEM clubs (play by e-mail) as well as the CD clubs. I think there was an official clarification by Larry Harris somewhere, but perhaps Krieghund could confirm that for me.
So, I would say that the move is illegal.
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Interesting…. I too would like an official ruling on this!
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It’s not legal. The rule that DizzKneeLand33 quoted came from an official set of rules clarifications published in 1991.
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Thanks for the response!





