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    Posts made by Sir_Cala

    • RE: Pointlessly Broken

      @Eggman:

      Here’s the updated rule from the other website:

      The United States begins the game neutral. It may not declare war on Japan unless Japan first declares war on it or makes an unprovoked declaration of war against the United Kingdom or ANZAC. Following any such unprovoked declaration of war by Japan, the United States will receive an immediate one-time bonus payment of 30 IPCs, representing the total mobilization and transfer of military assets within the continental United States. However, if the United States is still not at war with Japan by the Collect Income phase of its third turn, it may declare war on Japan at the beginning of that phase. This is an exception to the rules for declaring war (see �Declaring War,� page 11), which may normally be done only at the beginning of the Combat Move phase.

      So just confirming if Japan does not declare war or an unprovoked attack the US does not get the 30 IPC one time payment at the end of turn 3. If Japan makes an unprovoked attack on Anzac or UK, Us gets the bonus.

      Our group has only played this version twice and we haven’t stumbled on to this yet. We have come to the agreement that Japan is at the disadvantage but each group Im sure has a different play style.

      posted in Axis & Allies Pacific 1940
      S
      Sir_Cala
    • RE: Global 2nd Edition question - Can tacticals be used as interceptors during SBR?

      @Young:

      Can T-Bombers scramble into an adjacent sea zone from an airbase, or is that just for fighters as well?

      T bombers can scramble.

      I just made a quick guide as we are new and learning the new rule set with these same questions.

      Scramble
      A quick reaction team of no more than 3 defending fighters and/or tactical bombers  located on each island or coastal territory that has an operative air base can be scrambled to defend against attacks in the sea zones adjacent to those territories.

      Scrambling is a special movement that the defender can make at the end of this phase.
      It must be done after all of the attacker�s combat movements have been completed and all attacks have been declared.
      The attacker may not change any combat movements or attacks after the defender has scrambled.

      These air units can be scrambled to help friendly units in adjacent sea zones that have come under attack. They can also be scrambled to resist amphibious assaults from adjacent sea zones, whether or not the
      territory being assaulted is the territory containing the air base.
      They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present.

      A quick reaction team on 3 defending fighters and/or tactical  located on each island or coastal territory that has an operative air base can be scrambled to defend against attacks in the sea zones adjacent to those territories.

      In situations where a sea zone is adjacent to more than one territory containing an air base (sea zone 109 and
      Scotland and United Kingdom, for example), each of the territories can scramble up to 3 fighters and/or tactical
      bombers.
      In situations where a territory containing an air base is adjacent to more than one sea zone (United
      Kingdom and sea zones 109 and 110, for example), the territory may still only scramble up to 3 fighters and/or
      tactical bombers, but they may be split between the sea zones in any combination.

      Scrambled fighters and tactical bombers are defending, so refer to their defense values.
      Fighters                   Tactical Bombers
      Defense: 4                       Defense: 3

      They are treated as normal defending units in their sea zones. As defenders, they may not retreat. They
      can�t participate in any other battles during that turn, including a battle in the territory from which they were
      scrambled.

      After all combat is completed, each surviving scrambled air unit must return to the territory from which it was
      scrambled. If the enemy has captured that territory, the unit can move 1 space to land in a friendly territory or
      on a friendly aircraft carrier. If no such landing space is available, the unit is lost. Surviving scrambled air units
      land during that turn�s Noncombat Move phase, before the attacker makes any movements.

      Amphibious Assault Sequence
      1. Sea combat
      2. Battleship and cruiser bombardment
      3. Land combat

      Step 1. Sea Combat
      If there are defending surface warships and/or scrambledair units, sea combat occurs.
      If there are only defending submarines and/or transports, the attacker can choose to
      ignore those units or conduct sea combat.

      If sea combat occurs, all attacking and defending sea units present must participate in the battle. (Even if the
      attacker chose to ignore defending submarines and/or transports, they will still be involved in the battle if the
      defender scrambles air units and forces a sea battle.)

      Conduct the sea combat using the rules for General Combat (below), then go to step 3 (land combat).
      No bombardment occurs.

      Strategic and Tactical Bombing Raids
      Fighter Escorts and Interceptors
      Defenders uses interceptors-Any number of defending fighters (not tactical bombers) may intercept.

      � The attacking bombers and fighter escorts and the defending fighter interceptors will be the only units
      participating in this special combat.
      � The combat lasts for only one round.
      � All of the air units have attack and defense values of 1.
      After the air battle is complete, or if there were no defending fighter interceptors, surviving fighter escorts
      are considered to have retreated. They don�t participate in the actual bombing raid, are not subject to antiaircraft fire, and will remain in the territory until the Noncombat Move phase. Any surviving attacking bombers carry out the bombing raid. If the territory offers more than one target, the bombers may be divided into groups, and each assigned a specific target (tactical bombers may not attack industrial complexes).

      Each complex and base rolls one die against each bomber directly attacking it.
      For each �1� rolled, a bomber of the attacker�s choice is immediately removed.

      An industrial complex can�t receive more than 20 total damage for major industrial complexes and minor ones can�t receive more than 6 total damage for. Air bases and naval bases can�t receive more than 6 total damage. Damage exceeding these limits is not applied.

      After resolving the antiaircraft fire, surviving bombers each roll one die.
      Add 2 to each die rolled for a strategic bomber (but not for tactical bombers), then total the results.

      Strategic Bombers 1-6+2 against an enemy industrial complex, air base, or naval base.
      Tactical Bombers   1-6     against an enemy air or naval base.

      posted in Axis & Allies Global 1940
      S
      Sir_Cala
    • Global How do the Axis win the game?

      How the War is Won
      The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the
      Pacific map for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.

      So Im reading this that Germany/Japan can control 8 VC on the Europe map  they win or
      Germany Japan hold 6 VC on the Pacific map and they win.

      Its not total VC’s like in the anniversary edition?

      posted in Axis & Allies Global 1940
      S
      Sir_Cala
    • RE: Do -downgraded- factories keep their damage?

      We just ran into this last night.

      pg 21
      Any damage previously inflicted on a facility remains in
      place until it is repaired (any damage markers beyond 6
      on former major industrial complexes are removed).

      In addition from the unit profiles pg 27
      A damaged minor complex may not be upgraded, so any damage on the industrial complex must be repaired at the same time that the upgrade is purchased.

      posted in Axis & Allies Global 1940
      S
      Sir_Cala
    • RE: Kamikaze question

      thanks

      posted in Axis & Allies Pacific 1940
      S
      Sir_Cala
    • Kamikaze question

      The Japanese player must declare how many kamikaze strikes will be made….1 Kamikaze token must be spent (no actual air unit is involved) and will be removed from the game after the strike is resolved.

      I have 6 kamikaze strikes.
      So my question is: if I declare two kamikaze strikes on a transport and I hit on the first kamikaze strike, do I spend up my second kamikaze strike if there is no target left?

      posted in Axis & Allies Pacific 1940
      S
      Sir_Cala
    • RE: Question about Battleship's Special Abilities

      okay thanks.

      posted in Axis & Allies Guadalcanal
      S
      Sir_Cala
    • Question about Battleship's Special Abilities

      Heavy Armor: Ignore the first hit on a battleship each turn (a roll of 1 or 2).

      Resilience: Damaged instead of destroyed on a hit roll of 2.

      Say for example sub does it’s torpedoes attack rolls a 1.
      " a unit damaged or destroyed by this attack will be removed from the zone before it can attack."
      Because of its Heavy armor it ignores its attack.

      A second sub then attacks rolls a 2. The battleship is now destroyed because of the subs special attack correct?

      –----------------------------------
      Second scenario

      A sub uses its torpedo attack hits and this attack is ignored.

      In the Naval combat a 2 is rolled. The Battleship is damaged it would take another hit to destroy it correct?

      posted in Axis & Allies Guadalcanal
      S
      Sir_Cala
    • RE: Looking for specific play aids

      thanks for posting for me.

      After downloading I open it with Microsoft paint then crop and copy as many copies of a certain flag that I need.

      posted in Axis & Allies 1942 2nd Edition
      S
      Sir_Cala
    • RE: Looking for specific play aids

      Hi, found similar flags on another site called Shaper & Maker. He has them listed under:
      Objective marker flags for WW2 games, pt 2. These where made for axis and allies miniatures.

      He has created flags for Belgium, Canada, Finland, France, Greece, Hungary, Romania
      Germany, Great Britain, Japan, Soviet Union, USA.

      I tried to post an image from image shack but I am unable to post it. You will have to a search for the site and see if they interest you, he has free downloads if you want them.

      posted in Axis & Allies 1942 2nd Edition
      S
      Sir_Cala
    • RE: Balance Issues?

      Question about this new rule:

      Soviet-Japanese Non-aggression Pact: Neither the Soviet Union nor Japan may attack territories controlled by the other until either Germany or Russia has been captured by an enemy power.

      Germany takes Caucasus. Japan lands a fighter in the Caucasus.
      from what Im reading Soviet Union can attack the Caucasus and attack the Japanese fighter there.
      Does this cause war if Soviet Union attacks the combined force or does the Pact prevent further escalation even though the Japanese unit was attacked.

      posted in Axis & Allies 1941
      S
      Sir_Cala
    • RE: Question about scrambling and kamakaze strikes

      additional question say you declare to use 3 kamikaze on 2 targets and you sink 2 targets before you used the 3rd kamikaze.Will you still be counted as using 3 kamikaze or still have that one left over for later.

      posted in Axis & Allies Global 1940
      S
      Sir_Cala
    • Shantung and Kiangsu question.

      If India/UK defeat Japanese units in Shantung and Kiangsu those territories have been liberated and the income of China is then adjusted. Correct?

      posted in Axis & Allies Pacific 1940
      S
      Sir_Cala
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