Brando, why would you leave 1 inf in each territory? The only ones that matter are rostov and Baltic States. You will lose 6 ipcs in units for not much gain in epl/bess.
I leave 1 Inf in each territory, so the Axis/enemy can’t just walk in. Inf have a 33% chance of a hit. Prevents a country from just taking a territory w/1 Inf. Usually the attacking country has to attack w/2 ground units, just in case your Inf gets a hit. Also prevents the enemy from sending just one ground unit on a long walk across your territories(i.e. when Japan starts marching across the Soviet Far East). I don’t always do this. Like in China, I consolidate the Chinese Inf whenever possible. But in Russia, I always try to leave at least 1 Inf in each territory. One thing to point out, I don’t leave 1 Inf in each territory, unless the enemy has a chance to take that territory.
Because they only have a 33% chance to hit, I would not want to risk giving away nearly free infantry kills to Germany unless they are defending something valuable. Each infantry you put in his way is 1 less body defending something critical for a 33% chance to kill 1 thing.
It’s not just a 33% chance of killing something. It’s making the enemy commit more than 1 Inf/1 ground unit to take the territory How would this hurt a country like germany that will have mechs constantly reinforcing and the positioning does not screw him?. Maybe you didn’t read my entire post. Again, I don’t always leave 1 Inf behind in each territory(i.e. China and other territories) Japan can just send 1 inf and air, it really won’t hurt him if he wants to.. However, leaving 1 Inf behind on such things as islands, even 1 IPC islands. Your enemy would most likely have to commit at least 2 ground units to take the islandIt depends on the value of the island and the likelihood he/she would go for it.. Therefore, forcing your opponent to commit more resources to take territories and have less units to use elsewhere. I understand what you mean, but this is also a game of economics and efficiency. If your opponent does not need to go for it, or is not even affected by it, the one infantry won’t be an issue.Like I said in my explanation, Soviet Far East is a good example. There are 13 IPC’s from Soviet Far East to Vologda/Samara. If your strategy is to leave these unguarded for Japan to just take w/1 Inf, then go for it. In my opinion, over the 26 years I’ve played A&A, it’s the wrong stategySince russia can easily stop japan from taking it unless Japan commits more to the front, it really is not an issue. Also, with mongolia, it won’t be unguarded.
Global 2nd edition Q+A ( AAG40.2)
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Same as I think. Shore bombardment then no sea battle, sea battle then no bombardment. Perfectly fine. Shouldn’t bother you that much, dear Gamerman.
I am glad not only because I will get few ipc back in my game but most importantly whole league will play in a right way from now on.
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Same as I think. Shore bombardment then no sea battle, sea battle then no bombardment. Perfectly fine. Shouldn’t bother you that much, dear Gamerman.
I am glad not only because I will get few ipc back in my game but most importantly whole league will play in a right way from now on.
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Just because Krieghund said it was a loophole does not mean you have changed the rule. How are you getting IPC’s back?
All league games are played by what is printed in the rulebook, loopholes and all. -
Same as I think. Shore bombardment then no sea battle, sea battle then no bombardment. Perfectly fine. Shouldn’t bother you that much, dear Gamerman.
I am glad not only because I will get few ipc back in my game but most importantly whole league will play in a right way from now on.
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Just because Krieghund said it was a loophole does not mean you have changed the rule. How are you getting IPC’s back?
All league games are played by what is printed in the rulebook, loopholes and all.Keep this loophole and exploit ignorant axis player? Not a good idea.
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Loopholes are only closed by new laws/rules and we have none. The rules are what they are - they are the same for everyone.
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Still not sure whether it is a loophole of the rules or official ruler deliberately make the rule so. If this serves for the balance of the game, that’s fine. If not, I would like to hear the reason behind this rule.
It’s a loophole. It’s kind of funny that we’re still finding them after all this time, with all of the people that have been playing these games.
Please provide us with an amended rule in this case. It is clear that your intention is to allow sea units’ movement to avoid combat during combat move phase. But still need you to confirm.
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Krieghund used to frequent this thread but he hasn’t posted for awhile. If you really want to know, you’ll need him.
In the meantime, I’ll take a stab.
I’m sure it has nothing to do with “game balance”. It’s not like it benefits one side more than the other.It’s derived from the relatively new “ignore submarines and transports” rules.
Sure, they could have worded the exception to say “to avoid combat”, but they didn’t. My guess is, it is an unintended “loophole”, as I think also is the cheesy ANZAC declare war on Japan after UK moves a destroyer smack into Japan’s main transport fleet. IMO this is a much bigger scofflaw than your little sub thing. :-)I’ll tell you a rule that bugs me more - it’s that you can’t destroy transports and also bombard from the same zone. If you have a single non-bombarding attacking unit, it should be able to sink the transports - you shouldn’t have to choose (whether to bombard, or to sink transports).
Seems you are extra focused on this one rule because it worked against you once in a game :roll:
My point is, as I said before, there are actually many of these quirky rules that could really bug a player. The rule book is set at this point AFAIK. Since 2nd edition, it’s been pretty much time to accept the rules as they are and learn to play with them. It is fruitless to seek reasoning or campaign for change. That ship sailed, when Larry was actually getting (way too much) feedback from all the players between OOB and 2nd edition.
If you really have a beef (again, I think you are just frustrated because you couldn’t sink a sub and it convoyed you for maximum damage once), then you should message Larry directly, on his website. Maybe you will have an effect on a future game. I highly doubt it.
There are many, many subtle little rules like this one that can catch a player off guard. Be glad it wasn’t one that made you lose the game. That can happen.
Also, now that you know the rule, it shouldn’t catch you again, and you can exploit it yourself. That’s always been a part of playing A&A, from the beginning.
Happy gaming, Magic
Hi Gamerman01
Thanks for your time. I think you are good and experienced enough to realize the balance problem it will cause.
It allows allies to constantly convoy Axis (eg. sz6) with subs knowing that Japanese have to move fleets from there next round and the allies sub can survive. Japan can convoy allies? True. But not as profitable as allies. And usually Japanese sub can’t survive as allies coalition force (eg. ANZ) can finish it off. To let enemy’s force survive in your heart area will damage you more than a few convoy IPC lose.
This loophole weakens Japan thus helps allies a little bit overall. Sounds like a good idea to balance the game. I should have been happy to accept. Unfortunately, it is against A&A game’s mechanic or spirit. This game is balanced in a mutually acceptable way but not by anything like this. At least I haven’t noticed any.
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Please provide us with an amended rule in this case. It is clear that your intention is to allow sea units’ movement to avoid combat during combat move phase. But still need you to confirm.
That’s not likely to happen any time soon. For now all I can do is recommend that you play it that way, but it’s up to the ruling authorities of each organization whether to follow that recommendation.
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In league play, you can do about whatever you want if both players consent. Magic, if you can get your opponent to agree, then you can play that you can attack these subs and also move units away during the combat movement phase to avoid combat.
However, the default in league play is to follow the rulebook and official FAQ/errata verbatim. This protects new players from improper surprises, and protects everyone from misunderstandings. So unless you and your opponent agree, in league play, you cannot legally move ships away from subs in the combat movement phase because the sea zone is not hostile, as the rulebook prescribes.
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I need a little clarification on the +10 NO if the the allies DOW an unprovoked war on Japan.
Will Japan give that bonus up if they take FIC or if they simply hit it with air? UK’s parked a fighter there and I’m wondering if it’s safe to just kill it with air or if I’ll lose it regardless of whether that terr stays blue or not. Thanks
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The NO requires that Japan has not ATTACKED FIC
So you will lose the NO even if you attack with air only
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I thought as much, but I wanted to be sure before I made any attacks. Thanks Gamerman!
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the US is launching an amphib attack on Phil. Japan has one sub in sea zone 35 and the US has moved a dd and sub to 35. Kamis have sunk the dd and the Japanese subs submerges. Will the US still be able to unload the transport and do the amphib on Phil?
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Yes. The US won the sea battle when the Japanese sub submerged. In order to prevent the landing, the Japanese sub would need to both sink the US sub and survive, forcing the US transports to retreat.
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I have a question about a situation I have never seen before. If a Russian unit is transported on a British transport, can it off load into Northern Italy without Italy being able to scramble from Southern Italy?
If not, do the other British naval units participate in the “amphibious” assault by an ally from their transport?
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Allied parties may not make any joint attacks. This includes amphibious landings. You could have 50 British bbs and Italy could scramble a lone fighter and prevent the assault. Unless of course at least 1 Russian unit (ftr, tac, etc) was in that same sea zone. In which case a battle would occur solely between the Russian unit(s) and any Italian/German scramblers.
Nothing happens to the British transport regardless of any sea battle that may or may not occur based on scrambling. And a scramble or lost battle would just keep the Russians on the transport. They don’t die, they’ll just stew on the transport complaining about a lack of a real drink like vodka and wondering what the big deal about tea was.
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Right. I would just point out that the Italians have to actually scramble to stop it (commit at least 1 plane). But axisandalliesplayer is right - once the Italians scramble, it stops the Russians from unloading and no dice are rolled - no combat occurs - the Russians stay on the transport.
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I have a quick question: does the territory of Ontario connect to Central United States?
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According to the map on TripleA it does.
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99% sure it does - couldn’t find it off-hand…
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It does.