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    2. Matt Hyra
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    M
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    Best posts made by Matt Hyra

    • RE: Multiple rule questions

      @Driel310 If defenders can’t fire and can’t retreat, then they are all destroyed at the end of the current round of combat. If some defending units are self-sufficient, they can stand and fight while the others are destroyed. And those soon-to-be-dead units can be used as casualties in that round of combat only, as they will all be dead when it’s time to retreat and they cannot.
      Page 22: “Each <retreating> unit may move to a different territory, but if no eligible territory is available to retreat to, it is destroyed.”

      So those Self-Sufficient units can stay alive into another round of combat if there are enough casualties among the retreaters. The Axis might need only 2 rounds of supply to win in this example. But if there are a couple of Scout Cars and Air Units, Cairo might survive only 1-2 attackers.

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Noncombat stack limit

      @KMTNT

      Yes, units with move 2+ can move through a territory already at its limit.

      Page 12 under Order of Play:
      “Stacking limits in territories (see page 10) must be checked and enforced at the end of each phase of your turn. However, they can be temporarily exceeded during a phase, for example a unit can move through a full territory on its way to another territory.”

      Thanks,
      Matt Hyra

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Malta issue

      @Cornwallis You can also place a sea mine in the Malta convoy zone most rounds to dissuade the Axis from bringing sea units to the convoy battle.

      Also, just to make sure… you said “they usually score 1 hit so you never get anything through.” Do you mean 1 hit against a single UK supply deployed to the Malta convoy zone without escort?

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Cyprus utility

      @Mattvan It can be used by the UK to hold some air units, keeping them from taking up stacking limit space.

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Unit Movement After Advance Convoys?

      @cmmiles said in Unit Movement After Advance Convoys?:

      Can land units move after unloading from convoy transports in phase 1? This would be either combat or non combat movement. E.g., in phase 1 a truck comes off a convoy in Tripoli and later in phase 5, can move east with troops and supplies.

      PG is right. Page 12 of the rules says: “Movement out of a convoy sea zone in this phase doesn’t count against these arriving units’ movement allowance, so they may move and fight normally in the remainder of your turn.”

      Thanks,
      Matt

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Optional rules questions

      @Herr_B

      1. Correct.

      2. Yes. Detonating mines happens prior to the decision on whether or not to stay and fight.

      3. Blitzing is always a unit’s first move into an adjacent territory, and does not require supply. As for Tripoli, page 18 says: “Attacking a hostile territory that does not contain enemy combat units still requires an attack declaration, but as no actual combat will occur, you don’t spend any supply tokens (instead, take the attack arrow from the general supply pool).”

      Thanks,
      Matt

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Scout cars, Breaking up 5 supply tokens, landmines, Fighter from Atlantic tot Cairo, SL Malta, flanking attack

      @COJOH A second game already. Many are jealous…

      1. No, as a retreat in North Africa means you stay in the territory from which you attacked. You don’t move in and then retreat out. The Scout Car can still use Long-Range Patrol to move during Noncombat, tho.

      2. Yes, nothing prohibits them from driving through the same territory twice. And yes, they can pick up along the way.

      3. Page 19 the blue box “Flanking Attacks” says: “The units attacking from the territory that contains the highest number of attacking land units is considered to be the main attack (in the case of a tie, you choose the territory from among those tied).”
        That means you can have a main attack of 5 units and a flanking attack of 5 units.
        Yes, you can always consciously leave potential attackers behind to make one territory flanking, or to spend fewer supply to attack, or just because you feel like it. Units with Move 2 help, as you can move them into attack position, and then check for flanking.

      4. If there are no units in Tunis, it’s possible, but still a 1 in a million chance. Just there to stop a total domination from continuing.

      5. Two units (up to 5 supply also counts as a unit) escapes the combat at the end of each round of the convoy combat. So if your convoy is 2 units escorted by 1 fighter, the attackers need to score 2 hits in the first round of combat to wipe out all 3 units. If only 1 hit is scored in that first round of combat, the combat defenders must be taken as casualties first, and then the 2 land units would escape at the end of the first round of combat. The combat would then be over.

      6. Page 30 under Artillery “Supports Infantry and Mechanized Infantry” says: “paired units need not necessarily be attacking from the same territory.”

      Thanks for the questions. You’re getting the hang of it!

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Scout cars, Breaking up 5 supply tokens, landmines, Fighter from Atlantic tot Cairo, SL Malta, flanking attack

      @COJOH

      1. Just for the first round of combat.
      2. It bypasses the fighter and can just attack the island.
      3. They cannot retreat into a territory where ground combat has or will take place that turn. They can still retreat into a territory that is only under air attack. See graphic example in rulebook.
      4. Same restriction, and they too may only retreat to an adjacent territory.
      5. The flanking effect is not removed under either circumstance. It always remains.
      6. No, may only be detonated against newly-arriving units.

      Thanks for the questions!

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Scout cars, Breaking up 5 supply tokens, landmines, Fighter from Atlantic tot Cairo, SL Malta, flanking attack

      @COJOH
      Yes, that is correct. Think of the old cargo as at the mouth of the port. Not so easy to mine that area.

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Question regarding the mining of the suez

      @Herr_B

      “If an Axis player has one or more bombers on Crete, THEY may deploy 1 sea mine…”

      So only Axis players that do can mine the Suez.

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Bid for both Scenarios

      @AndrewAAGamer said in Bid for both Scenarios:

      @Herr_B

      There was an NDA. I think it was only for pre-release of the game but I have been purposefully being high level just in case.

      I will ask the Project Manager if I am allowed to give any specifics.

      Feel free to discuss @AndrewAAGamer

      The reason the Benghazi Convoy Zone is so far away from the port is so that Malta fighters are able to interfere with it.

      posted in Axis & Allies North Africa
      M
      Matt Hyra
    • RE: Bid for both Scenarios

      We use a tabletop game simulator called Screentop.
      No rules enforcement, but you move your units on the playtest map, and chat with your foe via Discord. Roll digital dice. Works pretty well.

      posted in Axis & Allies North Africa
      M
      Matt Hyra
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