A&A North Africa - RLP and TO Setup 02.pdf @DoManMacgee
I’m updating the post after having been able to play (finally) a couple of turns. We are at the tenth turn, after the German round and therefore in phase 1 of the UK (I always play as an American). In the turns played the Axis has managed to gain control of the Mediterranean, taking Malta from the English and thus being able to effectively activate the convoys for Tunis and Tripoli. The English fleet has been swept away by the Italian air force and ships (thanks to a lot of lucky shots … the real hero is the Italian submarine in SZ8 that “resisted” countless attacks). The English has however decided to rebuild it, starting from the battleship and the destroyer built on turn 9. The English has also taken Benghazi and is preparing to continue its advance towards the West through El Aghelia to continue to Tripoli and Mareth. The Italians have created a “wall” at El Aghelia (which remains to be seen if it will withstand the English shock). On the Western front, American troops have landed in Africa and have begun their march towards the Tunisian capital. The Kesserine Pass (a “dead zone” for both sides) has been taken, lost and retaken by the Axis and the Allies at every turn. It is a crucial area for the game, since it could give the Allies access to both Tripoli and Mareth, but it could allow Axis counterattacks from both territories after a possible occupation of Kasserine Pass by the Americans.
This is the situation so far.
Strategic considerations on the game: I can’t understand exactly which side the balance is leaning towards. These turns I think have been to the advantage of the Axis who have put the Mediterranean under control and have been able to reinforce their troops on the mainland. The English, in his next turn, I think will invest heavily again in the fleet (and subsequently in the air force) to be able to counter the Italian fleet, to be able to reactivate the 15 RPs of Malta and to be able to harass the Axis convoys. As an American I think I will take Kasserine Pass heavily, trying to exploit the “superiority” in terms of Supply compared to the German in the attacks and counterattacks that I imagine will follow. The American presence at Kasserine Pass should “distract” the Axis from the eastern front (allowing the English to advance). This could be the general strategy, which we will have to see how it can then be applied, also based on the opponents’ moves.
Strategic considerations on the game in general: as already said, this is the first game in this scenario and therefore I still can’t understand exactly how the situation will evolve and, above all, how it will end. Some things seem obvious to me, however: the Allies’ supply lines are extremely long (the Axis has an advantage in this sense) and the time needed to allow the Allied troops to reach the hottest areas of the front is crucial time for the Axis to settle. Another thing I notice are the “holes” in these supply lines (by “holes” I mean continuous and uninterrupted influx of troops), but this is inevitable if you have to invest in fleet and aviation (for the reasons stated above). In short, “balances” in purchases are still to be discovered. There have not yet been heavy and decisive “clashes” and therefore the real importance of supplies must also become clear to me. Obviously I would appreciate your comments and I intend to make a new report when we resume the game.
Rules Q&A for North Africa
-
Just starting the thread for the stream of questions that @Krieghund will have after everybody has a chance to read the rules.
Also, yes, there will be a rules clarification sheet coming out at some point. For instance, it’s not super clear how much movement aircraft have when you use them as an escort. It both is and is not what you would expect.
-
P Panther pinned this topic on
-
To forestall any questions/concerns about the air unit issue, air units that are on convoy escort duty in phase 1 can use all of their normal movement in the remainder of their turn. Whether or not they were convoy escorts in phase 1, they may either use all of their movement in the combat and noncombat movement phases as normal or be assigned to convoy escort duty in phase 6, but not both. In other words, landing movement at the end of phase 1 does not count against any movement escort air units may make in the remainder of their turn.
-
@Krieghund I also have a cheat sheet that I’ve been working on and Matt has proofread. I’ll post it later but I’ll send it to you now.
-
“Attacking across or moving across an enemy-mined
border allows the controller to detonate them, as
long as the territory is Controlled or has enemy
units present…” -From the cheat sheet under Phase 3I cannot find this rule in the rulebook. Can someone help? Where does it state that mines cannot detonate if it does not have ‘enemy units’ present?
There is actually an example in the rulebook of Italy detonating a mine against an attacking UK dd where no other axis unit (enemy to the UK dd) is present.Unless I am understanding this wrong.
When you are the attacker, moving units into zones with enemy mines, enemy units would be units of the other side?ALSO:
Are German supply tokens only useable for German units? Or can any nation use any other (friendly) nation’s supply tokens for combat purposes? -
@Derek said in Rules Q&A for North Africa:
“Attacking across or moving across an enemy-mined
border allows the controller to detonate them, as
long as the territory is Controlled or has enemy
units present…” -From the cheat sheet under Phase 3I cannot find this rule in the rulebook. Can someone help? Where does it state that mines cannot detonate if it does not have ‘enemy units’ present?
There is actually an example in the rulebook of Italy detonating a mine against an attacking UK dd where no other axis unit (enemy to the UK dd) is present.Unless I am understanding this wrong.
When you are the attacker, moving units into zones with enemy mines, enemy units would be units of the other side?Land mines are active only in territories that contain a control marker and/or units of the owning power. Thus, a control marker and/or units of a power that is an enemy of the moving/attacking power must be present in order for detonation to occur. This is true only of land mines, as sea mines are always active. See pages 26 and 27 of the Rulebook.
ALSO:
Are German supply tokens only useable for German units? Or can any nation use any other (friendly) nation’s supply tokens for combat purposes?Supply tokens are not owned by any power, so any power may use them, provided they are not in a territory that is controlled by and/or contains combat units of an enemy power. See page 18 of the Rulebook.
-
Phase one has units in convoy move to ports. The part on phase 6, however, notes that units will be in convoys for one full round before unloading. Is this the statement of a new rule or simply a reaffirmation of prior rules that lead to this being the case (page 25)? Thank you!
-
@SuperbattleshipYamato The latter. By placing units in convoys at the end of your turn, they remain at sea through everyone else’s turn before they can land in port on your next turn.
-
Oh! I understand now. Should’ve realized that phase 1 only applied to your own units in convoys.
-
Do supplies cost reinforcements points? Or is the limit simply the 5 allowed per power each turn (10 for the US)? Thank you!
-
@SuperbattleshipYamato Supply tokens cost 1 RP each or 5 for 3 RPs. See the Reference Charts for the RP cost of reinforcements.
-
About the optional rules:
The rules say that an Allied combat sea unit in the Suez Canal convoy sea zone prevents the Axis from mining that sea zone. Does this include submarines? And does an actual battle between the bomber and sea unit occur, or do the Axis simply don’t get the chance to place the mine? And I assume that the bomber in Crete can still move normally in phases 3 and 5? Thank you!
-
@SuperbattleshipYamato said in Rules Q&A for North Africa:
The rules say that an Allied combat sea unit in the Suez Canal convoy sea zone prevents the Axis from mining that sea zone. Does this include submarines?
Yes.
And does an actual battle between the bomber and sea unit occur, or do the Axis simply don’t get the chance to place the mine?
The latter.
And I assume that the bomber in Crete can still move normally in phases 3 and 5? Thank you!
Yes.
-
To clarify, it seems like defending units that aren’t submarines hit by submarines in surprise strikes no longer fire back in step 2. This is different from the rules for Global 1940 and other editions, right? Thank you!
-
@SuperbattleshipYamato It’s not different. The only units that fire back after being hit by a Surprise Strike are other subs doing the same thing or units that can take two hits and have only taken one.
-
Really? Even for units that are attacking? I guess I misunderstood the rule and have been doing it incorrectly the whole time. The rule makes a lot more sense though. Thank you!
-
Good day all.
Does Britain have 48 income to spend on T1 , if they spend one Supply from Malta .
Seems a lot.And can Britain use the Casablanca , Oran and Algiers Convoys from T1 ? I assume not.
Are Britain’s choices just: Atlantic Convoy Box, SZ3 for ships , Gibraltar and the Malta Convoy (with its reduced capacity) until America lands in N Africa, captures those 3 Ports and opens them for the Allies? -
@Witt said in Rules Q&A for North Africa:
Does Britain have 48 income to spend on T1 , if they spend one Supply from Malta .
YES, $48 is correct if you include Malta.
And can Britain use the Casablanca , Oran and Algiers Convoys from T1 ? I assume not.
Correct, you cannot. That is why they are translucent.
Are Britain’s choices just: Atlantic Convoy Box, SZ3 for ships , Gibraltar and the Malta Convoy (with its reduced capacity) until America lands in N Africa, captures those 3 Ports and opens them for the Allies?
Correct.
-
@AndrewAAGamer fantastic; thank you.
Enjoy your Sunday. -
Couple of questions.
- If a German anti tank gun is in a territory and the UK attacks with tanks and ftrs, does the German 88 get to shoot at both the air as an AA gun and then again as an anti-tank gun? I couldn’t really find an answer in the rules.
- What can attack a scout car in the Sahara Dessert? Can units in an adjacent territory attack it or only another scout car?
Thanks
-
@cond1024 hi.
Defending German AA can indeed shoot at attacking Air units , then defend in any subsequent land combat, targeting a Tank should it hit.In : Sahara Desert , bottom of page 11 , it states only Scout Cars can move into or attack into a desert territory.