• I feel like it is a pretty ‘light’ rulebook for such a dramatically different game than the WWII versions.  Couple things are still vague as people have already mentioned.  Russian Revolution (does it count for taking an Allied capital?), American movement before the war, if a BB can repair in friendly naval base…

  • Founder TripleA Admin

    @BJCard:

    I feel like it is a pretty ‘light’ rulebook for such a dramatically different game than the WWII versions.  Couple things are still vague as people have already mentioned.  Russian Revolution (does it count for taking an Allied capital?), American movement before the war, if a BB can repair in friendly naval base…

    Personally, there is only one rule that I think is not explicit but if you read the previews, you know that.

    Battleships can only repair in your own naval bases not friendlies.

    Good question about the Russian Revolution but I would say the answer is no unless capturing Moscow is what triggered the Revolution.


  • True enough - forgot about the situation you mentioned in your political situation writeup.

    I would think that Battleships could be repaired by allied powers, but if not, then ok- I don’t see it happening very much except with the USA-maybe- Everyone else that has or builds battleships have a NB close by.

    Hmm, if triggering the revolution doesn’t count for taking a capital, then it will be harder on the Axis- but then again, without the eastern front it will make the west and south easier to manage.


  • Thanks again for posting this djensen!

    By the way, I shared this information to GTO. ^_^

  • Founder TripleA Admin

    @TheVenocWarlord:

    Thanks again for posting this djensen!

    By the way, I shared this information to GTO. ^_^

    Awesome, good call!

  • Customizer

    Spoilsport.  :-(

    Sorry, but the RR rules are gobbledygook. Force fields!

    As I read it, you can repair in any naval base you control, including those captured from the enemy.

    Read the mines rules again, and still not sure about them. The wording could be interpreted to mean that if you control an original enemy NB, you can roll for mines against the original owner; but I really don’t know if this is the intention.

    There is nothing in there about Constantinople/SZ 20. I think we have to assume its a single SZ and that the land tt has no effect on who can sail into/through it.

  • Founder TripleA Admin

    Correct, but you is the current power so if an Ally controls the naval base, it cannot be used.

    Kreighund will answer all, eventually. Maybe if we move the site to Europe he could start to answer questions.  :wink:


  • Make him a “rules deputy- Europe division”


  • @djensen:

    @TheVenocWarlord:

    Thanks again for posting this djensen!

    By the way, I shared this information to GTO. ^_^

    Awesome, good call!

    I play A&A all the time on there.

    By the way:

    AA50 will be a new option to play on there at the end of the month, after they update their entire site. ;)

  • Customizer

    David, do you mind attaching a hi-res version of the image of the map on page 10 of the rulebook? I would greatly appreciate it.


  • one of his earlier previews has a high resolution map already…

  • Customizer

    @BJCard:

    one of his earlier previews has a high resolution map already…

    Yes, but it’s a hi-res photo of the map on the table, this is the raw image they used to print the map.


  • Oh, you want a pic of the map on the table with all the units on it.  gotcha.

    We already have a hi res pic of the map and the setup… why would you need anything else?


  • I think he’s talking about the map picture on rulebook page 10. The one without any units on it or map creases or misaligned territory names.

  • Customizer

    @wove100:

    I think he’s talking about the map picture on rulebook page 10. The one without any units on it or map creases or misaligned territory names.

    That’s a Bingo!


  • fair enough.


  • @djensen:

    Correct, but you is the current power so if an Ally controls the naval base, it cannot be used.

    Kreighund will answer all, eventually. Maybe if we move the site to Europe he could start to answer questions.  :wink:

    With all due respect to Krieghund, didn’t he help cause the AA 1940 Rules debacle?

    He was right there with Larry and inputting on the OOB rules and eventually they were all essentially thrown out.

    So I would reserve appointing Kreighund as the rules guru in AA 1914.


  • @Shakespeare:

    @djensen:

    Correct, but you is the current power so if an Ally controls the naval base, it cannot be used.

    Kreighund will answer all, eventually. Maybe if we move the site to Europe he could start to answer questions.  :wink:

    With all due respect to Krieghund, didn’t he help cause the AA 1940 Rules debacle?

    He was right there with Larry and inputting on the OOB rules and eventually they were all essentially thrown out.

    So I would reserve appointing Kreighund as the rules guru in AA 1914.

    What AA 1940 rules debacle?


  • Wow where did that come from, I know the rule books sometimes fall short, but Kreighund gives us great quick responses to clarify OOB rules when necessary. Yes it is true he is on the ground floor in making up the rules, but I’m sure he gets out voted, or sometimes things get changed in production, or the intent doesn’t come through etc…

    He also works out the FAQ for each game, and rule changes as needed. He sometimes gives us a look at the intent of a rule, and was instrumental in the entire Alpha project. A project that you call a debacle, but others looked at it as a partnership with designer listening to the community that plays his games.


  • Right. The only problem was the setups and major factory ( glitch) in Norway change, as well as minor tweeks. Kreighund wrote the rules as good as possible and the setup is not his doing.

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