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 PUs2015 League General Discussion Thread
-
has the bid placement rule changed or am I confusing with a different version? seems like you used to be able to place ground units in any territory you owned (whether occupied or not) only sea units were required to be placed with previously existing units.
It has changed, but if you ask your opponent if you could have a french bomber in Madagscar, then I don’t see why you shouldn’t be able to get it. This is just an example. By default you can’t get any units anymore in say New Guinea, but if your opponent allows it, then it is allowed. The rules are just there for clarity.
-
has the bid placement rule changed or am I confusing with a different version? seems like you used to be able to place ground units in any territory you owned (whether occupied or not) only sea units were required to be placed with previously existing units.
It has changed, but if you ask your opponent if you could have a french bomber in Madagscar, then I don’t see why you shouldn’t be able to get it. This is just an example. By default you can’t get any units anymore in say New Guinea, but if your opponent allows it, then it is allowed. The rules are just there for clarity.
Right Gamer?
-
Yes, the default league rule changed from last year, but as long as your opponent agrees you can place you infantry in New Guinea or things like that. If you don’t agree, the league rules are there to help you agree.
-
Rules question:
1. Can unprotected transports stay in a sea zone with an enemy sub during the combat phase of the nation that owns the transports?
2. Would the presence of ships in the sea zone with the enemy sub allied to the transports change the answer to question 1?
Link to game if unclear: http://www.axisandallies.org/forums/index.php?topic=35602.240
-
Rules question:
1. Can unprotected transports stay in a sea zone with an enemy sub during the combat phase of the nation that owns the transports?
2. Would the presence of ships in the sea zone with the enemy sub allied to the transports change the answer to question 1?
Link to game if unclear: http://www.axisandallies.org/forums/index.php?topic=35602.240
subs do not make a sea zone hostile, which therefore means the zone is still friendly
From the Europe rulebook, pg. 8:
sea Zones
Sea zones are either friendly or hostile. Friendly sea zones contain no surface warships (this doesn’t include submarines and transports) belonging to a power with which you are at war. Hostile sea zones contain surface warships belonging to a power with which you are at war. (The presence of a surface warship
belonging to an enemy power with which you are not yet at war doesn’t make a sea
zone hostile.)
Note: The Caspian Sea (surrounded by Caucasus, Kazakhstan, Turkmenistan, Eastern Persia, Persia, and Northwest Persia) is considered to be a sea zone, even though it does not have a number. -
more on pg. 14:
If you are sharing a sea zone with surface warships (not submarines and/or transports) belonging to a power with which you are at war, this situation requires you to do one of the following:
• Remain in the sea zone and conduct combat,
• Leave the sea zone, load units if desired, and conduct
combat elsewhere,
• Leave the sea zone, load units, and return to the same
sea zone to conduct combat (you can’t load units while
in a hostile sea zone), or
• Leave the sea zone and conduct no combat.
Once these sea units have moved and/or participated in combat, they can’t move or participate in the Noncombat Move phase of the turn. -
Rules question:
1. Can unprotected transports stay in a sea zone with an enemy sub during the combat phase of the nation that owns the transports?
2. Would the presence of ships in the sea zone with the enemy sub allied to the transports change the answer to question 1?
Link to game if unclear: http://www.axisandallies.org/forums/index.php?topic=35602.240
subs do not make a sea zone hostile, which therefore means the zone is still friendly
From the Europe rulebook, pg. 8:
sea Zones
Sea zones are either friendly or hostile. Friendly sea zones contain no surface warships (this doesn�t include submarines and transports) belonging to a power with which you are at war. Hostile sea zones contain surface warships belonging to a power with which you are at war. (The presence of a surface warship
belonging to an enemy power with which you are not yet at war doesn�t make a sea
zone hostile.)
Note: The Caspian Sea (surrounded by Caucasus, Kazakhstan, Turkmenistan, Eastern Persia, Persia, and Northwest Persia) is considered to be a sea zone, even though it does not have a number.I know about subs not making a sea zone hostile, but following the same logic why would transports without a warship escort be unable to unload troops in a sea zone with an enemy sub present?
-
there is one exception to all this, which is stated on pg. 16:
A transport that is part of an amphibious assault must end its movement in a friendly sea zone (or one that could become friendly as result of sea combat) from which it can conduct the assault. However, a transport
is not allowed to offload land units for an amphibious assault in a sea zone containing 1 or more ignored enemy submarines unless at least 1 warship belonging to the attacking power is also present in the sea zone at the end of the Combat Move phase. -
1. Can unprotected transports stay in a sea zone with an enemy sub during the combat phase of the nation that owns the transports?
Yes, the subs can be ignored. Â Enemy subs can only stop an unescorted transport attempting an amphibious assault from the zone the sub(s) is in (no dice rolled - unescorted transport is simply unable to make the amphibious assault)
2. Would the presence of ships in the sea zone with the enemy sub allied to the transports change the answer to question 1?
No, it doesn’t change the answer, because the answer to question 1 is already yes, the unprotected transports can stay in the zone without escort
-
So dominion is telling you the same thing - I just did it without citing rulebook pages.
-
on pg. 13 of rulebook explicitly states that the transport not able to do an amphib without warship escort is an exception:
Enemy submarines and/or transports do not block any
of your units’ movement, nor do they prevent loading
or offloading in that sea zone (with one exception; see “Special Combat Movement: Transports,” page 16). -
Thanks axis-dominion and Gamerman, I must say I’m surprised about it. Also, I’m surprised Triple A provides a warning about a false rule (warns that the transports that stay in the sea zone with the sub will be destroyed).
-
Triple A has a lot of differences with the rule book, as you will see if you look in Help -> Game Notes
-
Hi, are facilities (industrial complexes and bases) considered as units for purposes of default bidding rules? So could for example US bid for units on Midway? Or could UK bid a minor factory to Egypt or Gibraltar?
-
Funny that hasn’t come up yet Nerquen, as the IC in egy might be worth a try. I dunno if there’s any precedent. I guess we’ll have to decide. I’m fine with it.
-
I’ve seen bids of ICs in Egypt, but those may have been agreed to beforehand.
-
Also, I would say an IC in Gibraltar is not allowed because it’s not worth 2 IPCs.
-
Right, the bid rules just say “units” and do not prohibit facilities.
Note that this year’s rules do specify that there is already a unit there. There is an airbase on Midway and a naval base on Gibraltar, so another unit may be added to them. Note that the default league bidding rules are for a limit of 1 unit added per territory/sea zone. Again, a reminder that these are default league rules and may be altered by agreement of both players. The purpose of the league bid rules is to give a starting, default point, and should be used if one player does not agree to a change proposed by his opponent.
-
-
There is an airbase on Midway and a naval base on Gibraltar, so another unit may be added to them.
There is also a fighter on Gib IIRC. Nothing special about a base being there - my point is that a base is a unit so a base being on Midway or Wake, for example, qualify them for a bid unit according to default league rules.





