Just go read them lol
USA still gets a massive bonus when at war :P
the newest alpha is probably the last and is about as balanced as it can get
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149
Like my Dad always used to say, it’s fair for both! :-)
In the words of the whiney little bitches: “It’s equally unfair!”
Another question:
For the chinese; if all (100%) chinese territory is taken but the chinese had money left over their previous round, is that money saved and can then be used if the chinese are then liberated in a future round? ie if the chinese had 3ipc before all their territory was taken then a single territory is liberated, can the chinese immediately use their previous 3ipc to drop an inf? Or is their money assumed lost if all territory is taken.
thanks!
You are right. China never has their money plundered. You could save 20 or 30 IPC’s for the time when China is later liberated, and then drop 10 men on one territory. Some day I will do that, to exploit the ability of China to buy unlimited men on a single territory at any time.
Some final questions :
1. About convoy disruptions. How are convoy disruptions carried out in a seazone that is adjacent to TWO territories. e.g. sz101 adjacent to central and eastern us. If my enemy has like 5 subs and 3 destroyers,i would only lose 12 ipcs right?since the maximum loss is only 12 and not 20…
OR
us loses 25 ipcs , having to lose 12 for central US and 13 for eastern us, indicating that IPCs are lost for each territory.
OR
us simply loses 13 ipcs, maximum ipcs lost being 20
2.And what if my ally and I control two territories adjacent to a seazone that conducts convoy disruptions. How are the IPCS subtracted? e.g. france controls southern france and uk controls spain while their are 3 italian destroyers in sz 93.
3. Finally,isn’t the Turkish straits somewhat functioning like a canal since Greece and Turkey are connected?
Thanks :)
If france is captured by germany,and uk moves its units into french equatorial africa, uk does not get the ipcs? uk must wait for Italy to capture the territory( french equatorial africa) and then recapture it in order to gain the ipcs?
Correct. Then it must hand the territory back over to France immediately if France (Paris) is liberated.
If I have an AA gun and a Major industrial complex in my capital and my opponent strategically bombs it. Do the AA Gun and the major industrial complex get to fire?Or only one of the two?
Only the industrial complex fires. AA guns only fire in general combat.
So what if,in a very rare case,the AA Gun is targeted to be strategically bombed. It gets to fire back right? Thanks for clearing the mix up :)
or AA Guns cannot be strategically bombed? Sorry,i’m kinda confused with this
Some final questions :
1. About convoy disruptions. How are convoy disruptions carried out in a seazone that is adjacent to TWO territories. e.g. sz101 adjacent to central and eastern us. If my enemy has like 5 subs and 3 destroyers,i would only lose 12 ipcs right?since the maximum loss is only 12 and not 20…
OR
us loses 25 ipcs , having to lose 12 for central US and 13 for eastern us, indicating that IPCs are lost for each territory.
OR
us simply loses 13 ipcs, maximum ipcs lost being 20
None of the above! US loses 13, but the maximum would be 32.
2.And what if my ally and I control two territories adjacent to a seazone that conducts convoy disruptions. How are the IPCS subtracted? e.g. france controls southern france and uk controls spain while their are 3 italian destroyers in sz 93.
France loses IPC’s on France’s turn, and then the UK loses IPC’s on UK turn. But this is only if those danged Italian destroyers are parked there at the end of France’s turn, and then the end of the UK’s turn. Basically, the rule is you just check for convoy raiding when you’re collecting money with each power. Enemy warships in your convoy zones? Then subtract money collected accordingly. So yes, a single sub could potentially disrupt income from more than one power (probably up to 3 or 4 are possible in some locations, I’d have to look. But that’s just trivia) in a single round of play. Convoy raiding is looking better all the time, no?
3. Finally,isn’t the Turkish straits somewhat functioning like a canal since Greece and Turkey are connected?
That’s right. You have to own Turkey to go through. Both sides of the Dardanelles are Turkey, so you don’t have to control Greece.
or AA Guns cannot be strategically bombed? Sorry,i’m kinda confused with this
This. The only Strat bomb targets are industrial complexes and naval and air bases. Note that in Alpha2 (I don’t think you could in OOB) Tac bombers can strat bomb bases, but not complexes. (That is, in OOB Tac bombers can’t strat bomb anything at all)
AA guns are now purely for air defense in conventional battles where there are attacking aircraft. They are never involved in SBR’s. In Alpha2 they only cost 5 instead of 6 because they are removed from play when captured (this was my suggestion to Larry, and he actually listened! :-D Although if I didn’t suggest it someone else was probably going to). No more getting shot down by your own former AA gun!
hello people i am new here so excuse me if i ask an obvious question :-D
since a submarine and air units cannot attack each other without destroyer what happen if say i had a submarine vs a fiter and a cruiser. i was the attacker and i scored a hit with my submarine. my opponent wanted to save his planes as he was preparing for a big attack on my capital. he chose his cruiser as a casualty. then, the fighterr missed on his turn. what happens when a surviving submarine and fighter is in pplay. since they cannot fire at each other.
also:
how does an aircraft carrier move with respect to the planes on it moving as well? since aircraft carriers have 2 move space. do they add 2 move spaces to the planes on them? i am lost here. :(
with that said:
another question.i do not understand what is the significance of the aircraft carrier. my friend says that they’re advantages are for defending and if there are two fighters loaded onto it,the defense values of the carrier and planes are 4-4-2,being quite good.he also said that they allow planes to land.is that it? i dont find them very useful compared to like 2 destroyers.
thanks !
thanks for your quick reply gamerman :)!
sorry guys another thought just hit me.
I understand that destroyers cancel the surprise strike and submerse abilities of a submarine,but does the dd have to be present in combat?
e.g. i have 1 destroyer and 1 battleship going up against 1 sub. if the sub gets lucky,rolls a one and if i chose to take my destroyer as a casualty,does the submarine sort of recover its surprise strike and submerse ability since the destroyer has been destroyed?meaning that it now attacks my battleship first and if it hits,it cant fire back.
sorry guys another thought just hit me.
I understand that destroyers cancel the surprise strike and submerse abilities of a submarine,but does the dd have to be present in combat?
e.g. i have 1 destroyer and 1 battleship going up against 1 sub. if the sub gets lucky,rolls a one and if i chose to take my destroyer as a casualty,does the submarine sort of recover its surprise strike and submerse ability since the destroyer has been destroyed?meaning that it now attacks my battleship first and if it hits,it cant fire back.
Yes, as soon as you lose your last destroyer, in the next round of combat the sub gets all of its special abilities back. Submersible, and surprise strike… As soon as you lose that destroyer, the sub can submerge the next round before you can fire again with the battleship. If you really want to get the sub, you maybe should damage your battleship so it can’t get away.
hello people i am new here so excuse me if i ask an obvious question :-D
since a submarine and air units cannot attack each other without destroyer what happen if say i had a submarine vs a fiter and a cruiser. i was the attacker and i scored a hit with my submarine. my opponent wanted to save his planes as he was preparing for a big attack on my capital. he chose his cruiser as a casualty. then, the fighterr missed on his turn. what happens when a surviving submarine and fighter is in pplay. since they cannot fire at each other.
Newbie questions welcome.
You’re right, subs can only hit other naval vessels and never aircraft. Once you are down to only subs vs. aircraft, the battle is over.
also:
how does an aircraft carrier move with respect to the planes on it moving as well? since aircraft carriers have 2 move space. do they add 2 move spaces to the planes on them? i am lost here. :(
The best way to think about this rule is that planes must take off from carriers at the beginning of the move. Carriers never extend the movement beyond 4 of the planes. (Never is a strong word. Here is the exception: If you have an ally’s planes on your carrier, your carrier could move up to 2 spaces during your turn, carrying the ally’s fighters. Then on your ally’s turn, he can fly the 4 spaces with his fighters. In one game turn, the fighters could have traveled 6 spaces. But the saying holds true that a fighter can never ever move more than 4 spaces during ITS turn (on that power’s turn). And of course, this is not considering the long range aircraft tech. IIRC it’s 5 spaces with LRA, so then those fighters can’t fly more than 5 during it’s respective power’s turn, etc.)
with that said:
another question.i do not understand what is the significance of the aircraft carrier. my friend says that they’re advantages are for defending and if there are two fighters loaded onto it,the defense values of the carrier and planes are 4-4-2,being quite good.he also said that they allow planes to land.is that it? i dont find them very useful compared to like 2 destroyers.
Oh my goodness. :-) Your friend is on to something. Carriers are AWESOME. There are so many advantageous characteristics of aircraft carriers, I know I’ll forget some. Here are a few:
Not an exhaustive list, because I am exhausted. In short, carriers are one of the most useful units in the game, and every good A&A player knows how to exploit their abilities to the max. Carriers = options. Options = advantage.
Cheers :-)
arggh i see now :-D. carriers have many uses.thank you!
but i still need some clarification for the first question though,the seazone has a fighter and a submarine after the combat.lets say the situation was reversed, the guy with the fighter was the attacker and the guy with the sub was the defender. Does the player with the fighter retreat his fighter to any friendly adjacent place(friendly land and seazones) like how it does when a carrier carrying it is gone?
The one space movement for a fighter after its carrier is sunk only applies to defending fighters. When attacking, fighters use their remaining movement after the battle in noncombat movement to land.
About my very first question about the battle between the fighter & sub… If they both remain in the seazone…does the fighter get 4 moving space from that seazone at HIS turn?i thought fighters MUST have a space to land AT THE end of anyones turn and cant be left floating in the middle of a seazone. thanks guys
The only way that a fighter could be defending in a sea zone without a carrier is if it was scrambled into the sea zone. After the battle, it would return to the territory it was scrambled from. If that territory was captured by the enemy, the fighter would have one space to find another place to land.
And also in your original example you had a CA FTR vs SUB. The ftr would not get to roll because there is no dd present in the battle, so it cannot hit the sub.
And also in your original example you had a CA FTR vs SUB. The ftr would not get to roll because there is no dd present in the battle, so it cannot hit the sub.
He probably also meant an Aircraft Carrier not a Cruiser. Cruisers = CA (don’t ask me why, there’s no A in Cruiser far as I can see…) and AC is Aircraft Carrier…
CV is carrier, not AC. AC is air conditioning…or alternating current.
Still, if using a CV and a ftr vs a sub, the ftr still won’t get to fight against the sub because there’s no dd present.