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Author Topic: AA50 Rules Errata  (Read 69830 times)
captainjack
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« Reply #180 on: January 13, 2009, 11:58:22 am »
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Hmm, I'm sure it's in the rules, I just don't remember seeing it.

Would be logical if you could, it just wouldn't make sense without having the technology. (Not that I can imagine a lot of spots where it would be useful....)

Sure - if it was allowed - to have an IC that produces 2 units per round and is completely immune from SBR?!  Sign me up!
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atarihuana
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« Reply #181 on: January 18, 2009, 07:05:15 pm »
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if it were allowed, gibraltar could get sneaky tongue cheesy
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JWW
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« Reply #182 on: January 19, 2009, 07:11:51 am »
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Is the Bering sea sz64 adjacent to WCA? It doesn't appear so.
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Krieghund
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« Reply #183 on: January 19, 2009, 08:00:00 am »
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No, it isn't.
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DarthMaximus
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« Reply #184 on: January 19, 2009, 12:22:38 pm »
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Rules question on Successful Tech Roll:

You can only gain 1 tech per turn, but say you bought 3 rolls and rolled 2 sixes, so you get to roll for your (one) tech.  Is the second 6 lost?  Or will you get to roll for another tech on the following turn with the second 6?
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a44bigdog
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« Reply #185 on: January 19, 2009, 02:15:59 pm »
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It is lost Darth. I think the wording in the rule book "of at least one six" somewhat spells this out.
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DarthMaximus
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« Reply #186 on: January 20, 2009, 09:14:22 am »
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Thanks, kind of what I thought but figured it was worth a shot asking.   smiley

Here's another question:

What happens when you conquer an IC that has been damaged?

Say Germany bomber Kar for 4 damage.  Russia never repairs and Germany then takes Kar later in the game.  Does Germany get full production immediately?  Or do they need to repair it first?

Also if Ger gets full production immediately, what happens if Russia retakes it, do they automatically get full production (thus bypassing repairing it)?  Or does it revert back to Russian control but still with the previous damage?
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Krieghund
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« Reply #187 on: January 20, 2009, 10:41:56 am »
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When you capture or liberate an IC, you get all of the damage markers along with it.  I'm sure the Soviets will appreciate it if Germany captures their factory and repairs it for them!
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a44bigdog
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« Reply #188 on: January 23, 2009, 10:21:59 pm »
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I got a question far you Kreighound. What happens to a countries research tokens when their capitol is lost. I assume they keep them as under the section on conquering a capitol it states that a country without a capital cannot conduct research however no where is it clearly spelled out what happens to a countries research tokens in the above situation.
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P@nther
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« Reply #189 on: January 24, 2009, 04:33:23 am »
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... What happens to a countries research tokens when their capitol is lost. ...
According to the FAQ they are lost.
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Krieghund
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« Reply #190 on: January 24, 2009, 06:05:20 am »
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P@nther is correct.  They are lost, along with any unmobilized units that you may still have in the Mobilization Zone.  This was an omission in the rules that was corrected in the FAQ.
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incubii
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« Reply #191 on: January 25, 2009, 09:07:27 am »
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Query if anyone knows the answer. Is it possible to purchase as many AA guns as you want for a territory(say UK)? If you have say 5 AA guns and get the Rockets technology cold you then launch 5 rocket attacks on Germany? It does say under the shoot down air units rule that- "If there is more than one antiaircraft gun in a territory, only one can fire" but is this only for attacking planes, not shooting rockets?

Incubii
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Krieghund
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« Reply #192 on: January 25, 2009, 12:58:45 pm »
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Query if anyone knows the answer. Is it possible to purchase as many AA guns as you want for a territory(say UK)? If you have say 5 AA guns and get the Rockets technology cold you then launch 5 rocket attacks on Germany? It does say under the shoot down air units rule that- "If there is more than one antiaircraft gun in a territory, only one can fire" but is this only for attacking planes, not shooting rockets?

Incubii

It's true of rocket attacks as well.  Only one AA per territory may fire per turn.  In addition, a given industrial complex may only be targeted by one AA gun per turn.  You can have as many AA guns in a territory as you like, however any beyond one give you no benefit.

However, if the AA guns belong to different powers and they both have rockets, they can each fire one rocket from the territory on their own turn.
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JokersRwild
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« Reply #193 on: January 26, 2009, 04:10:20 pm »
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Hello all  grin

I came upon an awkward scenario in my last game:

I played UK and I had taken france and had an IC on it.  I however lost UK from the germans on thier turn.. so at this point I surrendered my $$$ to Germany... also I can no longer produce any units according to the rules.  Now on my following turn I could not get my units back to UK so I pushed forward and successfully took Germany.  Now to my understanding he had to surrender all the $$$ he had back to me and could no longer produce units...  So at this point I had $$$ but I was not allowed to produce units even though I had his capital or even an IC in France correct?

Thanks for any responses!
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Krieghund
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« Reply #194 on: January 26, 2009, 04:32:41 pm »
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You've got it.  However, at least you had IPCs to purchase units with on the first turn that you regained your capital, if another country liberated it for you.
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