can the chinese fighter attack Japanese ships off the coast?
Posts made by Global-commander
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RE: AAG40 FAQ
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RE: Global 2nd edition Q+A ( AAG40.2)
@wittmann:
If you mean can a US Air unit hit a Sub with a Destroyer from an Allied nation, the answer is no. To attack, the Destroyer has to belong to the player whose turn it is, in this case, the US.
I know they can’t fire, but they could ,at least tell me where the subs are.
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RE: Global 2nd edition Q+A ( AAG40.2)
can the U.S. attack a German sub if it has a friendly British destroyer in the same sea zone? my second edition pacific rule book says that when attacking or defending, hits scored by air units can only be applied to subs if a friendly destroyer is present, but under destroyers it says destroyers friendly to the attacker do not allow you to hit subs?
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RE: Global 2nd edition Q+A ( AAG40.2)
@wittmann:
Thank you. Wanted to know about US.
Need to know Europe map US at war bonus now.Located here: http://www.axisandallies.org/forums/index.php?topic=28424.0
Very helpful, thanks!
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RE: Why are the allies so gimped lately? Why transports suck?
@Cow.
Yep I agree. Transports did have some defense hence the 1 defense.
Submarines also had AA as means of defense against aircraft though it was weak and usually forced a dive. Historically bombers and fighters were essential in anti-sub warfare just ask any German submariner. Ask him about about armed frieghters too.Here’s what I did to add some realism and fun to my games.
1. I gave transports thier defensive roll again.
2. I enabled subs to “commerce raid” coastal waters adjacent to territories with an IC similar to SBR.Off Topic:
I allow for Classic Ed or Revised Tech devolpment.
As far as 3D6 Heavy Bombers I allow them, with the caveat that they must battle with defending fighters at an attack of 1 for bombers and escort fighters attacking at 3. The kicker is that fighters defending a territory defend at 4/5 depending on whether or not they are jet powered.There are plenty of cool HRs you can come up with, but as an A&A veteran player I have been really disappointed with the new transport, bomber/SBR, and sub rules. I’ve found subs to be pretty useless, having to build way too many transports to be sacrificed or worse yet building massive armadas to protect a relatively small landing force.
I liked the fact that there was always that lone transport’s fighting chance to make it, or that bit of caution caused by a few submarines out patrolling the seas.
As far as SBRs go, the new rules suck too. It was at great peril the UK/USA did them. It also caused major damage to both the German and Japanese war effort. By allowing full aerial battles during an SBR it keeps the risks versus reward to play out better than some lame (IMO) rules of the newer editions to play out.
AS for Commerce Raiding I think most of the “official” solutions/rules in the latest editions have not been refelctive of the struggles reflected historically in the Pacific and Atlantic.
Don’t know if this helps anyone but they’re just ideas I’ve kicked around or used.
is that when strategic bombing, or in any attack containing fighters?
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RE: Dicetruction Does 42.2
@Most:
Episode 33 of my podcast has round 1 of our first game of 42.2. Anyone interested can check it out on my blog or iTunes
that was pretty cool, first time I have ever listened to a podcast.
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RE: Looking for specific play aids
@Cow:
Usually new players don’t play with vcs…
we don’t seem to like playing with victory cities in my group either.
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RE: FLYER FOR 2ND EDITION E40 AND P40 IS OUT- SEPTEMBER 18TH, 2012
With about a week and half until the release of the game I was wondering if there is any word of when A&A.org doing a preview? Do you or are you getting an early copy like normal? Just curious.
I would really like to know, too. I didn’t know you got early coppies.
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Ideas for japans opening move
Just got the game and am wondering about opening moves for Japan
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RE: AA.Org Official Alpha 3 Thread
@Cow:
oh man I thought I had this sub stuff down. Now I am confused. He can retreat his transports from doing an amphi assualt? I thought they are stuck in the seazone and you have to lose them to the sub… they can only retreat if they are not unloading…
This rarely comes up.
Cow, once a transport unloads, its movement is done.
After looking through the rules. Transports can retreat from a sea battle but they can’t retreat from an amphib assault. Meaning, if transports enter a sea battle and the sea battle is going badly, they can retreat to a adjacent SZ from at least one of the naval units came from. However, if the sea battle is successful, the transports are committed to the seaborne invasion.
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RE: AAG40 FAQ
@Cow:
probably the revised box. Probably use the OLD europe chips (not compatible with aa50 chips). I will take pieces from the revised box and shove it in 1941. They may look slightly different but who cares.
~
the new board will probably see more play than global. we use poker chips for money, they never get blown off the table by ceiling fans, or any other wind. -
RE: AAG40 FAQ
Can you walk an infantry from Alaska to the Alusians?
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RE: AA.Org Official Alpha 3 Thread
You could build a minor on Korea, however.
that hot spot is a little too dangerous for my taste.
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RE: AAG40 FAQ
Can a submarine noncombat move into (not through) a hostile SZ which contains an enemy destroyer?
I believe it can since page 28 says:
“A destroyer cancels the Treat Hostile Sea Zones as Friendly unit characteristic of any submarine that moves into the sea zone with it. This means that the submarine must immediately end its movement, whether combat or noncombat, upon entering the sea zone.”I think it’s been addressed before, but I can’t find where with the search engine and I need outside confirmation for a match I am playing.
Yes. can land units noncom into newly captured territories?
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RE: AA.Org Official Alpha 3 Thread
is there ever a time when Russia would be allowed to place a complex on Manchuria in alpha 3?
No. Nor in Alpha 2, or OOB. That’s a chinese territory and will always be liberated as chinese.
ok, I just thought that there was a game where Russia did not liberate allied territories, but kept them.
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RE: Ideas for Russia in Alpha 3?
Correct. 4 in the UK. One in Scotland. Go to the Larry Harris website for the Alpha 3 setup charts.
thanks, will do.
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RE: AA.Org Official Alpha 3 Thread
is there ever a time when Russia would be allowed to place a complex on Manchuria in alpha 3?
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RE: AA.Org Official Alpha 3 Thread
is there an alpha 3 set-up where england has 5 AA guns?
There may have been sometime in the past but that setup is no longer current/accurate/official. It has been superseded and the link provided is the absolute in current/accurate/official and is meant to be the OOB rules/setup for the reprint.ok, when is a reprint coming?
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RE: Ideas for Russia in Alpha 3?
Turn 1, build 9, 2 Art or 8 Inf, 3 Art. IMHO, Russia needs lot’s of Inf and as many Art as possible the first two turns. You can build mostly Inf w/a few fast movers(i.e. Mech & Arm) out of Rus turn 3 or 4 if need be, depending on what the Germans do. Build your Inf in Nov and Sukr rounds 1 and 2. Build your Art in Rus and move forward to the front lines, rounds 1 and 2. Bel and Bry are the two key territories to put your units in as much as possible. Usually on Round 1, Germany will have taken Yugo w/a bunch of 9 Inf, 2 Art & 3 Arm. Usually on Round 2, those units will go into Rom or Hun. Combined w/the 4 Inf from Bul(1 German Inf to activate Bul on Turn 1, plus the 4 Bul Inf), you have 5 additional German Inf to move into Rom. That’s a whole lot of German units to attack Russia down south, moving towards Sukr. Usually Germany will try a two pronged attack. Down south and then up north through either Epl or Bal. By staging in Bry and Bel, you can either divide your forces up into a southern and northern defense. If the Germans just go one direction(i.e. south or north) then having your units in Bry and Bel allows you to also put your forces to stop that one direction attack. It will take the German player two rounds to get into Nukr or Sukr(i.e. southern attack) or Bal or Bel(i.e. northern attack). By that time, it will be Round 3 or most likely Round 4. Most Barbarossa’s don’t start until G3. By that time you should have a considerable counter attack force to pummel the Germans. Make sure to put your BB in SZ114 to counter a G2 or G3 seaborne invasion of Bal, Vyb or Nov. Watch any German navy in SZ112 w/German Trans from moving to SZ127 and invading Kar, Arch or Nen. Most Germany players in Alpha 2 will have a first turn purchase of 1 AC, 2 Trans, leaving Germany w/3 Trans. If you’re playing Alpha 3, it appears most German players will buy 1 AC, 1 SS & 1 DD Round 1. This is b/cuz it appears SeaLion is more difficult in Alpha 3 vs. Alpha 2 w/the 5 AA guns in the UK. I’ve seen this a lot from other Russian players, which I feel is a mistake. Always leave at least 1 Inf behind in territories. This forces the German player to usually bring in at least 2 ground units to take the territory. Better to fight at a 2, then attack back at a 1. Yes, most likely you won’t get a hit(i.e. 33.3% chance) but like I said, it prevents just a move in by 1 German Inf. In the Far East, start moving your Inf back immediately. Leave 1 Inf behind in each of Amu, Sib and Sfe. Move the rest of your Inf from Bury, Sak and Amu towards the backside of China and Russia. This will help against the Japanese from moving into Russia, after they blast the Chinese. It will also help in Russia if Germany makes it that far. Most Russian players, IMHO don’t marshal their forces correctly, which leads to the German player(if he’s good) to take advantage of these mistakes. Hope this helps…
where can I find an alpha 3 set-up with England having 5 aa guns? our game is saturday, and as an allied player I want all my aa guns :-)
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RE: AA.Org Official Alpha 3 Thread
is there an alpha 3 set-up where england has 5 AA guns?
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