2014 G40 league rules


  • Apologies. Have just gone to page 1 for the answer.
    Pretend I am drunk.


  • One question……in the bid is possible for China to place units that are not infantries or artilleries…for example you can place a tank or a fighter in Yunnan with the bid?

    thanks


  • Senor_Ralpa,

    The league bidding rules do not prohibit these Chinese units.  The league rules permit just about anything if you and your opponent agree.

    I recommend you check with your opponent and if you’re both OK with it prior to bidding, then it’s fine.  Jennifer has said before that they are all allowed, however you will note the league rules do not expressly permit these units either.  It is reasonable for a player to have a problem with these units, as they are not included in the physical game and are pretty clearly not intended to be included in the game any more than a nuclear sub is.

    Check with your opponent before bidding.  If he’s fine with it, then go crazy.  If not, I think you should agree with him.

  • '18 '17 '16 '11 Moderator

    We will probably limit Chinese bid units to Infantry, Artillery and Fighters in the future however.  We have just failed to do so up until this point and I am not a fan of suddenly altering things in the middle of a league year, which is why we have not changed it.

    We’ll have a league rule discussion over what should be changed, added or removed later….probably early October.


  • thank you for your answers, it´s an interesting issue……in my opinion it must be forbidden too in the bid the use of fighters for the chinese…but probably will open amazing oportunities too

  • '18 '17 '16 '11 Moderator

    I am not in favor of preventing you from being permitted to bid for units China can legally have in the game.  My only concern is if we should allow them to bid for mech infantry or tanks.  One tank in Yunnan could have drastic changes on game play.


  • Basically we can have our Chinese Navy until November  :lol:


  • Chinese navy is against the rule book.  You can have any ground or air forces until November

  • '16 '15 '10

    @Senor_Ralpa:

    thank you for your answers, it�s an interesting issue……in my opinion it must be forbidden too in the bid the use of fighters for the chinese…but probably will open amazing oportunities too

    A chinese fighter is an interesting bid idea but I hesititate from trying it because it cannot attack naval units.

  • '18 '17 '16 '11 Moderator

    @Zhukov44:

    @Senor_Ralpa:

    thank you for your answers, it�s an interesting issue……in my opinion it must be forbidden too in the bid the use of fighters for the chinese…but probably will open amazing oportunities too

    A chinese fighter is an interesting bid idea but I hesititate from trying it because it cannot attack naval units.

    It would only be nice because you could drop infantry on the territory you land it on no matter where it lands.  But I think a British fighter would be better because it is more universal in usage - it can attack navy, it can leave China, etc.  Even better might be a second transport off the coast of India, come to think of it, hmm….think I might start requiring bids to be ground units for MY PERSONAL GAMES lol.

  • '16 '15 '10

    @Cmdr:

    @Zhukov44:

    @Senor_Ralpa:

    thank you for your answers, it�s an interesting issue……in my opinion it must be forbidden too in the bid the use of fighters for the chinese…but probably will open amazing oportunities too

    A chinese fighter is an interesting bid idea but I hesititate from trying it because it cannot attack naval units.

    It would only be nice because you could drop infantry on the territory you land it on no matter where it lands.  But I think a British fighter would be better because it is more universal in usage - it can attack navy, it can leave China, etc.  Even better might be a second transport off the coast of India, come to think of it, hmm….think I might start requiring bids to be ground units for MY PERSONAL GAMES lol.

    Yup, an extra India transport is quite versatile–you can use it to attack Italian east africa or to snag islands round 1.

  • '18 '17 '16 '11 Moderator

    or both.


  • OK, astute P@nther has noticed that FAQ/errata have been updated for AA50, P40 and E40.

    Even though it wasn’t done properly (listed as a FAQ that contradicts the rulebook, instead of errata that CHANGES the rulebook), clearly the rulemakers have made an attempt to close the naval loophole involving transports/submarines (the MagicQ loophole).

    So for any NEW games started in 2014 league and beyond, the rulebook has changed.  You are allowed to escape your sea zone and also simultaneously attack subs/transports that started in your zone.


  • The latest FAQ clarifies that you may COMBAT MOVE whatever ships you want, away from a zone to avoid combat even if it’s not a hostile zone (only has subs/transports).

    HOWEVER, it is important to note that it is a combat move away from the zone to avoid combat, so just as if the zone were hostile (surface warships), you CANNOT load up transports unless they are doing an amphibious assault this turn, and since ships are moved in the combat movement phase, they cannot do anything in the non-combat movement phase (transports will not be able to load/unload in the non-combat movement phase)

    If you have any questions, please ask.
    League games are played by the rulebook and official FAQ/errata, and the official FAQ was amended recently for the unintended rulebook wording that only allowed you to make a combat move that did not result in combat (escaping combat) from HOSTILE sea zones so that you can now also escape combat in non-hostile sea zones.

    It should be noted that many of the implications of escaping combat still exist (If you noncom subs into an enemy fleet, they still won’t be able to attack your subs and also use the transports in non-com - can only make amphibious assaults with them).
    The only unintended portion of the rulebook per Krieghund, is the specification that the zone be HOSTILE.


  • There used to be a file that mentioned all the situations that require a dice to be rolled on the forum, but I can’t seem ton find it.


  • A Triple A bug has been fixed since then (subs firing at wrong time)

    But still, good idea to roll mixed fleet battles on the forum, or with various tech situations (rockets, paratroopers).  Reviewing the Triple A problems spreadsheet list may alert you to some situations where you should roll dice on the forum…


  • @Gamerman01:

    A Triple A bug has been fixed since then (subs firing at wrong time)

    But still, good idea to roll mixed fleet battles on the forum, or with various tech situations (rockets, paratroopers).  Reviewing the Triple A problems spreadsheet list may alert you to some situations where you should roll dice on the forum…

    But where is the spreadsheet :P?


  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    Ok, I am officially asking for a change to the league rules.  As has happened to all of us, I just had a game where the Axis (me) got killed round 1 – typical stuff with Germany losing its planes and Italy getting totally destroyed etc.  No crazy battles, just dice running away.

    While it is “possible” for the Axis to recover, the game is designed so that the Axis can leverage their better units to make up the economic ground before the Allies can bring their economic weight to bear.  This obviously won’t likely happen if the Axis lose their good units right out of the gate.

    So here is my proposed rule change:

    At the end of the first round in a league game, the Axis player only may declare a redo for the first round, and the game is restarted from the beginning of Germany’s turn. This may be done only once per game. Once the redo is used, the Axis play must continue or concede. If a redo is opted for, the Allies automatically receive +5 to their bid and may place their bid before the German turn.

    Gamerman criticized this idea on the grounds that it would give license to players to do crazy stuff. But I think this would be minimized by the fact that only the Axis can declare a redo and there really aren’t any “crazy” game altering moves the Axis can do R1 they already aren’t committed to.  Sure Japan could try to capture Hawaii R1 or Italy capture Cairo R1, but the reality is the Axis R1 is pretty set.

    Thoughts?


  • @Karl7:

    Ok, I am officially asking for a change to the league rules.  As has happened to all of us, I just had a game where the Axis (me) got killed round 1 – typical stuff with Germany losing its planes and Italy getting totally destroyed etc.  No crazy battles, just dice running away.

    While it is “possible” for the Axis to recover, the game is designed so that the Axis can leverage their better units to make up the economic ground before the Allies can bring their economic weight to bear.  This obviously won’t likely happen if the Axis lose their good units right out of the gate.

    So here is my proposed rule change:

    At the end of the first round in a league game, the Axis player only may declare a redo for the first round, and the game is restarted from the beginning of Germany’s turn. This may be done only once per game. Once the redo is used, the Axis play must continue or concede. If a redo is opted for, the Allies automatically receive +5 to their bid and may place their bid before the German turn.

    Gamerman criticized this idea on the grounds that it would give license to players to do crazy stuff. But I think this would be minimized by the fact that only the Axis can declare a redo and there really aren’t any “crazy” game altering moves the Axis can do R1 they already aren’t committed to.  Sure Japan could try to capture Hawaii R1 or Italy capture Cairo R1, but the reality is the Axis R1 is pretty set.

    Thoughts?

    What about giving each nation a re-roll option that can only be used during the first turn of the game (defense or offense). This may solve the problem as well and honestly it is a lot easier to keep track off.

Suggested Topics

  • 64
  • 368
  • 84
  • 147
  • 315
  • 139
  • 255
  • 4.2k
Axis & Allies Boardgaming Custom Painted Miniatures

23

Online

17.8k

Users

40.5k

Topics

1.8m

Posts