Game History
Round: 1 Purchase Units - Germans Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France 3 armour moved from Greater Southern Germany to France 1 battleship moved from 113 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 111 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 infantry moved from Romania to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 tactical_bomber moved from Poland to Yugoslavia Combat - Germans Battle in France Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 6 armour, 3 artilleries, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 35 Casualties for Germans: 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Germans: 2 infantry Casualties for Neutral_Allies: 5 infantry Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6 Casualties for Germans: 1 submarine Battle in 111 Sea Zone Germans attack with 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 1 fighter and 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 110 Sea Zone Germans attack with 1 battleship, 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for British: 1 battleship and 1 cruiser Casualties for French: 1 cruiser Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Southern Italy 3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 bomber moved from 111 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 fighter moved from 111 Sea Zone to Western Germany 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 2 infantry and 1 transport moved from 113 Sea Zone to 114 Sea Zone 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from Poland to Slovakia Hungary 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 tactical_bomber moved from 111 Sea Zone to Western Germany Place Units - Germans 6 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUs2012 - AA50-41 - League Rules
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JWW, did I miss anything?
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I’ll unlock the thread once we are set to go.
LOOKS GREAT
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Alright.
Unlocking. I think we are good to go for 2012.
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So is the 1942 setup not allowable anymore? I was kind of hoping to play a couple in that format.
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@The:
So is the 1942 setup not allowable anymore? I was kind of hoping to play a couple in that format.
If you can find an opponent then we will count the result.
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Does anyone know if it’s legal to amph assault a location by having the transport travel through one space filled with a sub to another location empty?
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@The:
Does anyone know if it’s legal to amph assault a location by having the transport travel through one space filled with a sub to another location empty?
I don’t believe the sub can block the movement. So I think that is legal.
Confirmation anyone?
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yes the sub can be ignored
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Agree
Note that you can even attack the sub with destroyer +, and still pass through it during combat move with the transport.
If you have any other rules queries, you should post them in the AA50 section of the boards. There is a sticky thread there for rules questions.
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Agree
Note that you can even attack the sub with destroyer +, and still pass through it during combat move with the transport.
If you have any other rules queries, you should post them in the AA50 section of the boards. There is a sticky thread there for rules questions.
Are you sure about that ? I would think all movement stops if you choose to attack the sub. You could choose to hold the transport back and move it during NCM regardless of the sz outcome.
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@Battling:
Are you sure about that ? I would think all movement stops if you choose to attack the sub. You could choose to hold the transport back and move it during NCM regardless of the sz outcome.
99% sure, but you can look it up in the FAQ thread because I know Krieghund’s answered it. As I recall, he said all movement during combat move is simultaneously, and subs and transports do not stop movement.
You can attack and destroy subs/transports en route. Combat does not occur until the resolve combat phase. The transport moving through is moving through in the combat move phase, and combat has not started yet. 99% sure that was the logic and the answer to this question by Krieghund, but you can double check me by looking it up.
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I have a rules question. For AA50-41, can ships pass through the Turkish straights?
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I have a rules question. For AA50-41, can ships pass through the Turkish straights?
yes they can
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I have a rules question. For AA50-41, can ships pass through the Turkish straights?
It is an optional rule to close off the Black Sea. League play never incorporates the 2 optional rules.
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It’s been FOREVER, how many Victory Cities do the Axis need to win?
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@Cmdr:
It’s been FOREVER, how many Victory Cities do the Axis need to win?Â
14
4 - Game & rules default - AA50-41 setup, ADS, NO’s, No Tech, 14 VC, Allied bid, full bid placement.
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@JWW:
@Cmdr:
It’s been FOREVER, how many Victory Cities do the Axis need to win?�Â
14
4 - Game & rules default - AA50-41 setup, ADS, NO’s, No Tech, 14 VC, Allied bid, full bid placement.Â
That’s all but 4 VCs on the board? Or am I missing some? Or basically global domination with the exception of the United States (the ones that were actually states in WWII) and one other allied capitol?
01-Leningrad
02-Stalingrad
03-Moscow
04-Warsaw
05-Berlin
06-Rome
07-Paris
08-London
09-Toronto
10-Washington D.C.
11-Manilla
12-Calcutta
13-Sydney
14-Beijing
15-Hong Kong
16-Tokyo
17-Honolulu
18-San Francisco -
@Cmdr:
That’s all but 4 VCs on the board? Or am I missing some? Or basically global domination with the exception of the United States (the ones that were actually states in WWII) and one other allied capitol?
If memory serves OOB rules were 15 VC’s but midway through the year we let players choose between 14, 15 etc…A decision was made to go down to 14 to help speed up the game as it seemed a 15 VC game could go on FOREVER if the allied player held the UK, ECA, EUS & WUS.
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You are right, JWW.
OOB default is 15 (all but 3), with options for total, 15, or 13. (13 being called “projection”)14 is what Larry “meant” :-D
IMO 14 is most similar to the default level of victory in the other versions of Axis and Allies.
I have NEVER played a game on-line to the point where a player had 15 cities. I don’t know if I have ever played one even to 14 cities. The identity of the victor is almost always obvious even before 14 cities are controlled at the end of USA’s turn, therefore even the house rule JWW has established of 14 cities instead of 15 cities has been inconsequential AFAIK. -
Which is a great discussion and all, but my question was if there was a mere 18 Victory Cities on the board in total. lol
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@Cmdr:
It’s been FOREVER, how many Victory Cities do the Axis need to win?��Â
That’s all but 4 VCs on the board? Or am I missing some? Or basically global domination with the exception of the United States (the ones that were actually states in WWII) and one other allied capitol?
01-Leningrad
02-Stalingrad
03-Moscow
04-Warsaw
05-Berlin
06-Rome
07-Paris
08-London
09-Toronto
10-Washington D.C.
11-Manilla
12-Calcutta
13-Sydney
14-Beijing
15-Hong Kong
16-Tokyo
17-Honolulu
18-San FranciscoI don’t understand you. You listed the 18 cities so apparently you don’t need to know how many there are, and you made FOUR statements ending in a question mark. Your questions were such that you were basically asking about all the rules connected to victory cities in AA50, so we answered them.
So I don’t understand why you made that last post at all :roll:





