“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.
I have only played this new A&A game once and I think it is a sublime game, but now I have the following questions:
Hi there. Glad you like the game!
2 & 3. Yes, in the name of sportsmanship. Odd, that never happened in playtesting.
Any landmines you cannot deploy go back into the general supply.
It could. Even the best minefield can be breached over 2 attacks. Get into position to deliver a 1-2 punch before they can buy even 1 more in between your turns. Yes, they likely won’t trigger all of them on the first attack, but they probably will trigger the rest on the 2nd attack. Then they might have 1 mine during the next attack you make. And you still have plenty of units, as many were turned back by landmines.
No. Page 12 says otherwise, but perhaps not strongly enough. We further clarified this in the pg 12 rules posted online, adding to the rules on Atlantic and Indian convoy advancement: “These units may not move again in any other phase of the same turn.” So they cannot fly off to Cairo. They must go to the Indian and then the Suez. The air units shipped to Cairo were crated for compact storage.
They are separate limits. So yes, you can have 3 units and 3 supply, tho the supply will instantly drop to 2. You’ll only ever have 3 there at the start of a game or if you unwisely choose not to spend 1 supply for the 15 RPs. Malta is always hungry.
There is no switch. In fact, the entire main force can call off their attack after the first round of combat, and then you may proceed with only the flanking attack, with rerolls. We call this a feint.
Good questions!
@Matt-Hyra Ok, Thanks a lot. Up to the next game with maybe some new questions…
After playing the game a second time, here are some more questions:
You attack 1 area from 2 areas. Scout cars must retreat after 1 round. Can that be to a different area than where the scout car attacked?
Are trucks allowed to drive back and forth during road movement (and pick up men or supplies on the way)?
What happens if the flanking attack land units are as large in number as the main attack land units? Can you choose then? If so, can you consciously limit your flanking attack so that it becomes flanking…
Victory conditions: “Capture Tunis or elminate all axis combat units in territories in North Africa”: I don’t see how you can eliminate all axis combat units without having conquered Tunis (unless you have only destroyed Tunis with planes)?
when you attack a convoy zone with an overwhelming force and there is only one defending unit (eg a fighter), can 2 convoy units escape after the battle? Or are all hits - 1 attributed to casualties in the convoy?
my flanking attack consists of only 1 infantry. In my main attack there is an artillery. Can this artillery support the infantry? (I don’t think so but I’m asking anyway to be sure…)
@COJOH A second game already. Many are jealous…
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.
Yes, nothing prohibits them from driving through the same territory twice. And yes, they can pick up along the way.
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.
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.
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.
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!
@Matt-Hyra OMG, Q5 and Q6 : I played it all the time wrong ! Thank you again for the clarifications.
Next game finished, some new questions :
Thanks for the questions!
@Matt-Hyra Thanks for the answers. About Q6, Does this means that if you place newly arriving units, the mine detonation cannot hurt the older, remaining cargo ?
@COJOH
Yes, that is correct. Think of the old cargo as at the mouth of the port. Not so easy to mine that area.