Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 1 armour, 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 mech_infantry moved from Western Germany to Normandy Bordeaux 3 armour and 3 mech_infantrys moved from Austria to France 1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France 2 armour, 1 artillery and 3 infantry moved from Holland Belgium to France 1 fighter moved from Norway to 114 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters and 4 tactical_bombers moved from Western Germany to 113 Sea Zone 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 1 fighter moved from Poland to Yugoslavia Combat - Germans Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 9 infantry remaining. Battle score for attacker is 15 Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 31 Casualties for Germans: 1 submarine Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport Germans win, taking 109 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 14 Casualties for British: 1 destroyer and 1 transport Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 4 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 2 submarines and 1 tactical_bomber Casualties for French: 1 cruiser Casualties for British: 1 battleship and 1 cruiser Battle in France Germans attack with 5 armour, 2 artilleries, 6 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 5 armour and 4 mech_infantrys remaining. Battle score for attacker is 27 Casualties for Germans: 2 artilleries and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery 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 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 2 infantry moved from Denmark to 115 Sea Zone 2 infantry moved from 115 Sea Zone to Norway 1 aaGun, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 fighter and 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 aaGun moved from Western Germany to Holland Belgium Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 115 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Germans from 114 Sea Zone: 1 submarine EDIT: Removing units owned by Germans from 114 Sea Zone: 1 battleship EDIT: Adding units owned by Germans to 115 Sea Zone: 1 battleship EDIT: Changing unit hit damage for these Germans owned units to: battleship = 1 EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUs2012 - AA50-41 - League Rules
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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: -
Okay, so there are 18 total and Axis need 14 to win. That’s all I wanted to know! Wasn’t sure I had seen them all and was not missing one or two.
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Right -
Your list looks perfect.
JWW has decreed 14 cities for 2012. -
What’s with the little black diamonds with ?? in them?
Jenn, you even have one in your Fleet Murderess tagline! How’s that happen?
I thought they were just popping up after double spaces after periods… Guess not -
What’s with the little black diamonds with ?? in them?
Jenn, you even have one in your Fleet Murderess tagline!�  How’s that happen?
I thought they were just popping up after double spaces after periods…�  Guess not“Upgraded” Internet Exploder now nothing works right. I didn’t ask to be updated, mind you, Microsoft just decreed I could no longer refuse the upgrade. /sigh. I tried downgrading and it really screwed things up, so I’ll stay with it for now.Appears to be because Djensen hates me:
http://blog.salientdigital.com/2009/06/06/special-characters-showing-up-as-a-question-mark-inside-of-a-black-diamond/:evil:
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I gotta figure out why it changed. It’s really annoying to me as well.
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What is meant by full placement of the bid in rule 4b? Does it mean the entire bid has to be spent?
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@Ol’:
What is meant by full placement of the bid in rule 4b? Does it mean the entire bid has to be spent?
To clarify you mean spent only on units and that money cannot be put in the bank right?
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That is correct Bold…can bid IPCs be put in a bank or do they have to be spent?





