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Author Topic: AA50 Rules Errata  (Read 69640 times)
Zhukov44
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« Reply #915 on: December 10, 2011, 07:14:49 am »
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If you attack a sea zone, you attack all enemy units that are in it.  You can't pick and choose.  By attacking the transport, your fighter allows the enemy sub to defend the sea zone.  If you want to do the amphibious assault, you need to either ignore both the enemy sub and transport or bring something to the battle that can kill the sub as well.

There is no difference between the various post-Revised rule sets on this issue.

Thanks for the clarification.  Turns out my own interpretation was wrong, so it's good be corrected  smiley
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ColomaChuck
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« Reply #916 on: January 12, 2012, 12:16:29 pm »
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I have a situation where I can attack sz12 containing 4 transports with a fighter which requires the fighter to move 3 spaces from sz16. The only safe landing spot would be sz13. I have a carrier with another fighter in sz16. There is a fleet of 2 destroyers, a carrier, and 2 fighters in sz13.

In the Air Units section it states:

"In order to demonstrate that an air unit MAY have a safe landing zone, you may assume that all of your attacking rolls will be hits, and all defending rolls will be misses. You cannot, however, use a planned retreat of any carrier to demonstrate a possible safe landing zone for any fighter.

If you declare that a carrier will move during the Noncombat Move phase to provide a safe landing zone for a fighter moved in the Combat Move phase, you must follow through and move the carrier to its planned location in the Noncombat Move phase unless the fighter has landed safely elsewhere of has been destroyed before then."

My plan is to attack sz12 with 1 fighter to kill the transports and to attack the fleet in sz13 with the other fighter. I will declare the carrier will noncom to sz13. Using what is said in the air units section, I can assume my lone fighter will kill the fleet and I will be able to land the fighters.

If the fleet in sz13 kills my fighter and maintains control of sz13, then I cannot noncombat move the carrier to sz13 since it is hostile. Therefore the fighter is lost in sz12.

Is this a valid move per the rulebook?
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Gamerman01
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« Reply #917 on: January 12, 2012, 12:22:17 pm »
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My plan is to attack sz12 with 1 fighter to kill the transports and to attack the fleet in sz13 with the other fighter. I will declare the carrier will noncom to sz13. Using what is said in the air units section, I can assume my lone fighter will kill the fleet and I will be able to land the fighters.
Exactly.
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If the fleet in sz13 kills my fighter and maintains control of sz13, then I cannot noncombat move the carrier to sz13 since it is hostile. Therefore the fighter is lost in sz12.
Right. And your carrier is free to go elsewhere. If you are able to go through the Suez canal, your carrier could even go the opposite direction from Z12 - to Z34. The fighter in Z12 with no eligible landing spot during non-combat is forfeit. It's not your fault the fighter in Z13 didn't do its job! grin

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Is this a valid move per the rulebook?
Absolutely. You have it all right.
« Last Edit: January 12, 2012, 12:24:30 pm by Gamerman01 » Logged
ColomaChuck
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« Reply #918 on: January 12, 2012, 12:25:47 pm »
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Thanks Gamer! I have had it pulled on me in a different scenario and thought it was brillant...just feels a little dirty is all  undecided
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Gamerman01
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« Reply #919 on: January 12, 2012, 12:31:45 pm »
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Anytime.

It definitely feels dirty.  I wish I could pull it off once in awhile.

I have played a lot of games and am always aware of possibilities like this, yet I very rarely get an opportunity. Apparently a lot of my opponents know the rules well. People are very careful with transports. I almost never see more than one or two transports ever undefended, and if they are, people are extremely careful about rules like this. You don't win games throwing away masses of transports. 
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Battling Maxo
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« Reply #920 on: January 15, 2012, 07:57:13 am »
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Thanks Gamer! I have had it pulled on me in a different scenario and thought it was brillant...just feels a little dirty is all  undecided


Are you referring to me....it didn't help me any. grin
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cond1024
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« Reply #921 on: January 20, 2012, 03:46:21 pm »
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I know I have read the answer to this question on one of the FAQ pages, but I can't remember the answer and don't want to look through all of them to find the answer.  Here was the situation, UK amphibious attacked Berlin after the first round of combat UK only had 1 tank and 2 ftrs left, Germany still had alot, enough to wipe out all UK forces, but since it was an amphibious attack the tank could not retreat, so the question is about the fighters?  Can they retreat after one round even if the battle will continue on or are they stuck until the tank is dead before they cannot retreat.  I can't remember the answer.  I assume the answer is the same for all versions of the game?

Thanks in advance!
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axis_roll
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« Reply #922 on: January 20, 2012, 03:59:32 pm »
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If I am not mistaken, the fact that air alone can w/d from an amphious assault is new to AA50.

So in your example.  The 2 ftrs can withdraw, while the tank has to go until the death.
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SAS
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« Reply #923 on: January 20, 2012, 06:12:56 pm »
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I know I have read the answer to this question on one of the FAQ pages, but I can't remember the answer and don't want to look through all of them to find the answer.  Here was the situation, UK amphibious attacked Berlin after the first round of combat UK only had 1 tank and 2 ftrs left, Germany still had alot, enough to wipe out all UK forces, but since it was an amphibious attack the tank could not retreat, so the question is about the fighters?  Can they retreat after one round even if the battle will continue on or are they stuck until the tank is dead before they cannot retreat.  I can't remember the answer.  I assume the answer is the same for all versions of the game?

Thanks in advance!

All surviving units can retreat after any round of combat is complete, amphibious assault units (e.g. Units unloaded for combat from transports) are the only exception, so because the fighters are not unloaded from transports they are legally allowed to retreat.  As for whether it is the same in all versions, I know it's the same for newer versions, but I am not sure about older versions.
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Krieghund
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« Reply #924 on: January 20, 2012, 08:00:43 pm »
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In Classic, no units of any kind may retreat from an amphibious assault.  In Revised, only air units may retreat from an amphibious assault at the end of any combat round.  In AA50, AA42, and AA40, air units and any land units that did not arrive by transport may retreat from an amphibious assault at the end of any combat round.
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cond1024
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« Reply #925 on: January 21, 2012, 08:36:54 am »
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Thanks everyone for your help.
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ColomaChuck
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« Reply #926 on: January 21, 2012, 09:39:57 am »
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Thanks Gamer! I have had it pulled on me in a different scenario and thought it was brillant...just feels a little dirty is all�  undecided


Are you referring to me....it didn't help me any. grin
As a matter of fact I was Maxo...it did help me with J-Dubya  cool
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Boldfresh
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« Reply #927 on: January 22, 2012, 02:28:33 pm »
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if a sub attacks a sub cruiser and the attacker surprise strike hits, does the defender have to choose either the sub or the cruiser as a casualty that dies before firing the defense?  ie, would the defender only get to roll one dice in defense (either the sub or the cruiser).

Thanks
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Krieghund
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« Reply #928 on: January 22, 2012, 02:56:00 pm »
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Since the attacker has no destroyer, the defending sub also gets a Surprise Strike.  All Surprise Strikes are rolled for both sides before any casualties are removed, so the defending sub will always fire.  The cruiser fires after Surprise Strikes casualties are removed, and therefore would not return fire if hit.  Choosing the sub as the casualty allows both units to return fire.
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Boldfresh
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« Reply #929 on: January 22, 2012, 04:03:36 pm »
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Since the attacker has no destroyer, the defending sub also gets a Surprise Strike.  All Surprise Strikes are rolled for both sides before any casualties are removed, so the defending sub will always fire.  The cruiser fires after Surprise Strikes casualties are removed, and therefore would not return fire if hit.  Choosing the sub as the casualty allows both units to return fire.

that's what I thought.  thanks Krieg!
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