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    Best posts made by Krieghund

    • RE: Those weird rules about mobilizing fighters and AC

      @chaikov It appears you’ve found a minor mistake in the FAQ. Per page 18 of the Rulebook, “If a fighter has no carrier to land on at the end of the noncombat move phase, it is destroyed.” Therefore, it’s impossible for a fighter to exist in a sea zone without a carrier at the beginning of the Mobilize Units phase. There are also several other references in the Rulebook to fighters having to be on carriers by the end of the noncombat move phase, and none to “landing” in a sea zone where a carrier will be mobilized. It’s possible this particular entry was copied from LHTR and not properly “cleaned up” for OOB.

      posted in Axis & Allies 1942 2nd Edition
      KrieghundK
      Krieghund
    • RE: Rockets have a firing range of 3 or 4?

      @Panther Please move this topic to the correct forum.

      posted in Axis & Allies Revised Edition
      KrieghundK
      Krieghund
    • RE: Global 2nd edition Q+A ( AAG40.2)

      @jkeller said in Global 2nd edition Q+A ( AAG40.2):

      @krieghund Hello so am told you are the final answer when it comes to rule interpretations! By the way thank you so much for your work on this incredible game. It has brought me countless hours of entertainment.

      That’s good to know!

      @jkeller said in Global 2nd edition Q+A ( AAG40.2):

      I have a question for you. Let’s say there is a destroyer built in sea zone around Japan by an American IC in Korea and there is a large Japanese fleet there (in same sea zone) including transports. I know the Japanese transports cannot load from Japan in combat movement due to the presence of the destroyer. Assuming the Japan fleet stays put including the transports and wins the sea battle, can Japanese land units then load onto the transports ( but not offload) from Japan during noncombat?

      No, they cannot. They were involved in combat, so they are not eligible to act during noncombat movement. From page 22 of the Pacific Rulebook (Phase 4: Noncombat Move):

      Transports can move to friendly coastal territories and load or offload cargo, unless they loaded, moved, offloaded, or were involved in combat during the Combat Move or Conduct Combat phase.

      posted in Axis & Allies Global 1940
      KrieghundK
      Krieghund
    • RE: A&A 1914 (LHTR) - Moving through multiple mined enemy-mined SZs

      Whether you’re using the OOB or Tournament rules, mines are rolled for “at the end of [the Movement] phase” (see page 17 of the Rulebook), so you must make all of your movements before resolving any minefields. The only movements you’re allowed to “take back” after rolling for mines are those that are affected by the destruction of units by mines, such as the loading of units in a sea zone entered after the transport was sunk or calling off an amphibious assault due to unit losses (see the FAQ).

      However, the Tournament Rules also state that “sea units must stop when entering a mined sea zone”, so the only legal move involving an amphibious assault in the situation you’ve outlined is for the transports to move into SZB and amphibiously assault Territory X. In that case, you’d execute all movement, roll for mines, and then have the option of calling off the assault if any of the transports were sunk (moving the land units back onto them, if necessary).

      Under OOB rules, none of your options are entirely correct, either. Number 1 is the closest, but again, mines are rolled for after movement is completed, and the assault may be called off if any transports are sunk.

      posted in Axis & Allies 1914
      KrieghundK
      Krieghund
    • RE: Attacking Japan w/ a naval battle first...aircraft question.

      @minicop Per page 11 of the Rulebook, “Air units can move through a hostile space as if it was friendly.” This means that they may move through enemy units without stopping, even if combat will occur in that space.

      posted in Axis & Allies 1942 2nd Edition
      KrieghundK
      Krieghund
    • RE: Rockets have a firing range of 3 or 4?

      @largowin said in Rockets have a firing range of 3 or 4?:

      Thanks for the link to the latest rules. If I understand correctly, can I use these rules with my 2004 version of the game?

      No, use the ones you already have. The rules I provided the link for are for newer games.

      posted in Axis & Allies Revised Edition
      KrieghundK
      Krieghund
    • RE: Soviet Union Bonus for Sicily & Sardinia?

      @the-duke Of course.

      posted in Axis & Allies Global 1940
      KrieghundK
      Krieghund
    • RE: Fighters moving 2 spaces

      @nolimit The fighter must remain in the contested territory. Other than offloading of units for an amphibious assault/reinforcement after a sea combat, all movement occurs during the Movement phase.

      posted in Axis & Allies 1914
      KrieghundK
      Krieghund
    • RE: Attacking Japan w/ a naval battle first...aircraft question.

      @andrewaagamer Actually, the 1st edition of Classic came out in 1984, and the 2nd edition came out in 1986. :grin:

      posted in Axis & Allies 1942 2nd Edition
      KrieghundK
      Krieghund
    • RE: Classic rules, and some disagreements.

      For the record, @CrazyIvan asked me the extra pieces question privately, and I gave him the same answer that @AcesWild5049 did: extra pieces don’t allow you to have extra stacks. The rules and FAQ are clear on this.

      As to the question of why MB would sell extra pieces if they can’t be used for extra stacks, the reason is simple. After the publication of the first edition, many players wrote to MB asking if they could buy extra pieces, so MB made them available (to make money, of course). Rather than sell them piecemeal, they sold them in complete sets, as that was the easiest to deal with both in terms of manufacturing and order fulfillment.

      As to the question of why someone would buy extra pieces if not to allow extra stacks, there are a few reasons:

      1. Many people don’t like to use chips.
      2. They could be used for house rules, including lifting the stack restriction.
      3. People need replacement parts.
      4. The pieces are cool. You have to remember, this was 1984, and there was nothing else like this game on the market. The pieces were an even bigger deal then than they are today.

      Hope this helps!

      posted in Axis & Allies Classic
      KrieghundK
      Krieghund
    • RE: Soviet Union Bonus for Sicily & Sardinia?

      @superbattleshipyamato Original Japanese territories don’t count towards this NO, only original German, Italian, and pro-Axis neutral.

      posted in Axis & Allies Global 1940
      KrieghundK
      Krieghund
    • RE: Fighters moving 2 spaces

      @nolimit No. Per above, all movement must be done during the Movement phase. Since fighter movement must end in a territory containing land units belonging to your power, fighters may not attack sea units.

      posted in Axis & Allies 1914
      KrieghundK
      Krieghund
    • RE: AA50 : Retreat From Enemy Transport

      "Step 6. Press Attack or Retreat
      Combat rounds (steps 2–5) continue unless one of the following two conditions occurs (in this order):

      Condition A—Attacker and/or Defender Loses All Units
      Once all units that can either fire at a valid target or retreat on one or both sides have been destroyed, the combat ends."

      If the defender has only transports remaining, he has lost all units that may either fire or retreat (they can do neither). One side has met that condition, so the combat is over. As Condition A takes precedence over Condition B, attacker retreat is no longer an option. There is nothing unclear or ambiguous about this.

      “Defenseless Transports: In a sea battle, if the defender has only transports remaining and the attacker still has units capable of attacking, the defending transports are all destroyed, along with their cargo.”

      There is nothing unclear or ambiguous about this, either.

      You can argue a logical disconnect between the automatic destruction of transports and the attacker’s choice to leave them be, but you can’t argue that the rules are unclear.

      posted in Axis & Allies Anniversary Edition
      KrieghundK
      Krieghund
    • RE: Firing of AA Artillery alone

      Correct.

      posted in Axis & Allies Classic
      KrieghundK
      Krieghund
    • RE: Global 2nd edition Q+A ( AAG40.2)

      @gamerman01 There is nothing unusual about this situation. Neither China nor UK is neutral, as China is at war with Japan and UK with Germany and Italy, so they are free to occupy each other’s territories. However, as you pointed out, UK (or any other Allied power) can’t move into China unless at war with Japan. This is because Japan doesn’t want any interference in its affairs by European powers, but Chinese forces moving out of China are not a concern.

      posted in Axis & Allies Global 1940
      KrieghundK
      Krieghund
    • RE: Captured Capitals

      @genken:

      If you capture an enemy capital city, on your next turn, can you place new land units on their capital city? Also can new Naval units be placed in their sea zones?

      No.

      @genken:

      This would seem natural as in previous versions but I cannot find it in the rulebook or in the forum.

      There are many differences between this game and the WW-II games.  It was a different time.

      posted in Axis & Allies 1914
      KrieghundK
      Krieghund
    • RE: AA50 : Retreat From Enemy Transport

      @PAGAN said in AA50 : Retreat From Enemy Transport:

      @Panther >>
      …
      You guys should just write this: … So Sayeth The Shepard …
      If you don’t see your logic error, then you don’t see it

      Let me be clear. What I have posted regarding this rule is not my interpretation, nor my opinion. It is the intent of the designer, of which I am definitely sure. This is neither a mistake nor an oversight.

      As I have said, there is definitely room for argument over what the rule should be, including whether or not this rule is consistent with other rules. There may even be room for argument over whether or not the Rulebook clearly states the rule (though at this point I’m not convinced there is). However, there is none regarding what the rule is.

      posted in Axis & Allies Anniversary Edition
      KrieghundK
      Krieghund
    • RE: Rule Question Fighter and Aircraft Carrier

      @pillhuhn As @The-Captain said, fighters and carriers always move separately from one another, whether or not the fighter began your turn on the carrier. In your example, the fighter has 4 total movement points, starting from Eastern United States. It can attack in any space that it can reach from there and still have enough movement to reach the carrier where it ends its movement (or any other landing space). It cannot move on the carrier, then move another 4 spaces.

      posted in Axis & Allies Classic
      KrieghundK
      Krieghund
    • RE: Why do people call it Russia instead of the Soviet Union?

      @superbattleshipyamato I think, as @FlyingBadger stated, people in the West referred to the USSR as “Russia” because Russia was the largest and most dominant of the states that comprised it. However, it’s worth noting that the game itself always uses the proper titles, either “USSR” or “Soviet Union”, using “Russia” to refer only to its capital territory.

      posted in Axis & Allies Global 1940
      KrieghundK
      Krieghund
    • RE: Submarines order of operation question.

      @the_good_captain Yes, that’s correct.

      posted in Axis & Allies 1914
      KrieghundK
      Krieghund
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