• I understand from Alpha 3 rules that an unescorted TT cannot unload In a hex with an enemy Sub.

  • '10

    @wittman:

    I understand from Alpha 3 rules that an unescorted TT cannot unload In a hex with an enemy Sub.

    Me too, but since my oponent think otherwise and it is a tournament game, i’d like an “official” ruling by an apointed deputy (or Krieg himself).


  • Word for word, Larry’s Alpha3 rule says “transports are not allowed to unload land units for an amphibious assault in a sea zone containing an enemy sub(s) belonging to a power with which they are at war unless at least one of his warships was also present in the sea zone at the end of the Combat Move phase.”

    The only part I’m not sure about is whether an ANZAC or a USA warship (or if it can be either one) is needed, because the rule is ambiguous (who is “they”).

    You said there are no surface warships (note that the rule does not require a SURFACE warship, but that a submarine will suffice) at all, so ANZAC can’t unload in an amphibious assault. Both ANZAC and USA are at war with the power who has the sub, right? With no allied warship in the zone whatsoever, this rule clearly prohibits that amphibious assault.

  • Official Q&A

    The escorting warship must belong to the power doing the amphibious assault.

  • '10

    Thanks guys. My oponent is not going to like it !

    :-D

  • TripleA

    question if usa places a destroyer in sz 113 with 7 german transports occupying it… will that prevent the transports from loading from west germany?

  • TripleA

    At the beginning of the Combat Move phase, you may
    already have sea units in spaces containing enemy units that
    were there at the start of your turn. For example, an enemy
    may have built new sea units in a sea zone where you have
    surface warships. When your turn comes around again, you
    are sharing that sea zone with enemy forces.
    If you are sharing a sea zone with enemy surface warships
    (not submarines and/or transports), this situation requires
    you to do one of the following:
    • Remain in the sea zone and conduct combat,
    • Leave the sea zone, load units if desired, and conduct
    combat elsewhere,
    • Leave the sea zone, load units, and return to the same sea
    zone to conduct combat (you cannot load units while in a
    hostile sea zone), or
    • Leave the sea zone and conduct no combat.
    Once these sea units have moved and/or participated in
    combat, they cannot move or participate in the Noncombat
    Move phase of the turn.

    Here is what is not clear. 1st it states surface warships which transports are not. 2nd I am choosing to remain in the seazone, it does not state I cannot load units if I decide to do that.

  • TripleA

    A transport can load units while in any friendly sea zone along its route, including the sea zone it started in.

    This is under the transport section under combat movement. When playing by the rules as written you have to assume both statements are true and in order for both statements to be true, I can load in an occupied sea zone.

    I always assumed the second half of this quote meant that I could load in shared sea zones, otherwise it would be redundant and a waste of ink.

    Also no where in the rules does it state a player cannot load transports in a shared sea zone.


  • @Cow:

    Leave the sea zone, load units, and return to the same sea
    zone to conduct combat (you cannot load units while in a
    hostile sea zone)

    @Cow:

    Also no where in the rules does it state a player cannot load transports in a shared sea zone.

    Says it right there.  Can’t possibly be any clearer.  You CANNOT load in a hostile seazone (unless it became hostile THAT turn due to YOUR declaration of war).

    @Cow:

    A transport can load units while in any friendly sea zone along its route, including the sea zone it started in.

    I always assumed the second half of this quote meant that I could load in shared sea zones, otherwise it would be redundant and a waste of ink.

    If by shared seazones, you mean friendly ones, yes.  You can load in any friendly seazone, including the FRIENDLY seazone you started in.


  • Quick question while on the subject of transports.

    At the beginning of turn 3, 5 German transports are in SZ 114, along with 1 German Cruiser, 1 German Destroyer, and 1 German Battleship. There is also a Russian Cruiser there. If Germany declares war on Russia on that turn, can those transports load units from Germany and make an amphibious assault on Novgorod that same turn?

    What if there is also a sub in sz 115? If the transports have already participated in combat in sz 114, can they do it again in sz 115?


  • @KillOFzee:

    Quick question while on the subject of transports.

    At the beginning of turn 3, 5 German transports are in SZ 114, along with 1 German Cruiser, 1 German Destroyer, and 1 German Battleship. There is also a Russian Cruiser there. If Germany declares war on Russia on that turn, can those transports load units from Germany and make an amphibious assault on Novgorod that same turn?

    What if there is also a sub in sz 115? If the transports have already participated in combat in sz 114, can they do it again in sz 115?

    You can load units in a hostile seazone if the seazone became hostile only because of your declaration of war on that turn.  In your example, the Russian cruiser in 114 does not prevent Germany from loading in 114.

    Assuming you’re playing Alpha 3 (try to state your rule set when posing questions), the sub will block an amphibious assault unless you bring ANY german warship with the transports (a sub counts).

    The transports CANNOT participate in combat in 114 if you intend to use them in a combat move (amphibious assault) on SZ 115.

    So, in your example of units, you could leave the BB to take on the cruiser, and move the destroyer and cruiser with the transports to kill the russian sub in 115, and then perform the amphibious assault on novgorad.  Or, you could move all units to 115 and not conduct combat on the sub at all and just amphib but have a couple bombardment shots.  Or you could move all units and blow the sub out of the water and then amphib, but not have any bombardment shots.  Or mix and match - kill the cruiser, bring the cruiser with the transports, ignore the sub, get a bombard with the cruiser when you amphib, etc etc etc.


  • Cool. Thanks for the response. And, yes I should have put that I am playing A3.

  • TripleA

    � Leave the sea zone, load units, and return to the same sea
    zone to conduct combat (you cannot load units while in a
    hostile sea zone)

    A hostile sea zone does not contain friendly units. A shared sea zone contains enemy and friendly units. In this section of the book it uses the term shared sea zone. Then it uses the term sharing again

    If you are sharing a sea zone with enemy surface warships

    It is not “hostile” seazone if it is refered to as a shared sea zone. That part of the quote is so you can’t leave the sea zone into a hostile sea zone and load from there.

  • TripleA

    You can load units in a hostile seazone if the seazone became hostile only because of your declaration of war on that turn
    

    Where is this from? quote your rules please.

  • Official Q&A

    The rules define a hostile sea zone as one which contains surface warships belonging to a power with which you are at war.  Nowhere do the rules define (or even mention) “shared” sea zones.  They do mention “sharing” a sea zone, but that has no bearing on its status as either friendly or hostile.

    From page 8:

    Sea zones are either friendly or hostile. Friendly sea zones contain no surface warships (this doesn’t include
    submarines and transports) belonging to a power with which you are at war. Hostile sea zones contain surface
    warships belonging to a power with which you are at war. (The presence of a surface warship belonging to an enemy
    power with which you are not yet at war doesn’t make a sea zone hostile).

  • '12

    @Cow:

    You can load units in a hostile seazone if the seazone became hostile only because of your declaration of war on that turn
    

    Where is this from? quote your rules please.

    It’s in the Declaring War section of the rules, not the Transport section.

    “During your Combat Move phase following the the entry of of into a state of war, your transports that are already in sea zones that have just become hostile may be loaded in those sea zones (but not in other hostile sea zones).  In effect, transports may be loaded in their initial sea zones for amphibious assaults before war is declared, while the sea zone is still friendly.”

    This is from alpha 3, but it is also in the box on the right column on p15 of AAE40 (did not check p40, but I’m sure it’s there).

    Also, to answer your other question, “Sea zones are either hostile or friendly.” is on p8 of the same book.  Hostile is defined as containing surface warships of a power that you are at war with.

    Hope that helps!

  • TripleA

    It does help. These are some pretty lame rules to play with, but whatever. There is always TWW.

    Only two real strategies I like in global as of right now. the small’s big world strategy (bomb russia with japan and easy take with germany g5 or g6) and the J1 DOW go for pacific victory. Everything else is too slow, it sucks.

    If you are going to play a long game, TWW is hands down better, every aspect is just better. This is the problem with global, there are better games out there, unless I can expect lots of action and fighting tooth and nail back and forth for national objectives or race for berlin / moscow there really isn’t a reason to play global.


  • @Cow:

    It does help. These are some pretty lame rules to play with, but whatever. There is always TWW.

    Only two real strategies I like in global as of right now. the small’s big world strategy (bomb russia with japan and easy take with germany g5 or g6) and the J1 DOW go for pacific victory. Everything else is too slow, it sucks.

    If you are going to play a long game, TWW is hands down better, every aspect is just better. This is the problem with global, there are better games out there, unless I can expect lots of action and fighting tooth and nail back and forth for national objectives or race for berlin / moscow there really isn’t a reason to play global.

    What is TWW?


  • Total World War, I would guess.
    But a search brings up these, and doesn’t look like it would be any of them…  :lol:

    TWW The Wind Waker (Nintendo Zelda video game)
    TWW The West Wing (TV show)
    TWW Two-Week Wait
    TWW Teaming with Wildlife
    TWW The War Within (Transformers comics)
    TWW Television Wales & West (ITV-1 England)
    TWW The Wolf Web (NCSU community website)
    TWW That Was Weird
    TWW Texan Wire Wheels (Beverly Hills, CA)
    TWW Thomas Woodrow Wilson (28th President of the USA)
    TWW Tokyo Writers Workshop
    TWW The Wood Whisperer (resource)

    So yeah, Cow, enlighten us.  Give us a link to this amazing game you know


  • http://tripleadev.1671093.n2.nabble.com/Total-World-War-td5993258.html@Gamerman01:

    Give us a link to this amazing game you know

    cant give u a link, cause my posts get flagged as spam when I post a link. just search google for triplea total world war and click the first result.

    engine wise it is the best map I ve seen so far (played more than 100 maps so far - just saying to give an impression).
    large, but not a huge map with unique terrain&bonuses, different tech trees, many buildings which enable different units/abilities, many units with different specializations etc etc. can be seen as hearts of iron (paradox entertainment game) meets axis&allies. also uses 12 side dice instead of 6.

    just be sure to dl and read the rich manual first, before playing the game.

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

52

Online

17.0k

Users

39.3k

Topics

1.7m

Posts