• Page 10 of the Europe manual, under “Friendly neutrals”:
    2nd paragraph
    Friendly neutrals may not be attacked, and air units may not fly over them.

    Please, people, do not post answers to this thread as if you know for sure, when it conflicts directly with a very plain and simple rule in the rulebook.  If you’re not even reading the rulebook, do not post answers on this thread.

    It took me less than 2 minutes to find this in the rulebook (see timestamps for proof)


  • im sorry Gamerman, i didnt have the rulebook in front of me, thank you for correcting me, as the way i was playing was flawed.


  • @thatonekid:

    im sorry Gamerman, i didnt have the rulebook in front of me, thank you for correcting me, as the way i was playing was flawed.

    :-) Thank you, and your humility is pleasant.


  • i try not to be a complete internet d-bag


  • Do enemy transports block naval movement?


  • Nope.


  • Thanks, I’m in mid game and misplaced my rulebook. You just saved 1 Italian inf and art from annihilation good sir  :wink:

  • Official Q&A

    @gamerman01:

    @JamesAleman:

    Can I move into a neutral during noncombat take ownership of it (although not able to land there), and also fly planes over that zone to land elsewhere in the same turn?

    Example, Land units from Persia take East Persia, can UK fly planes over east persia during that same noncombat move, to land in west india or india?

    I don’t think they can fly over in the same turn they’re taken, but am only 95% sure.  Wait for confirm from Krieg on this one.

    Confirmed.

  • '12

    I have an Alpha 2 question, sorry if it’s been asked.  The rules for strat bombing state that escorts must be cleared by the defender first before any bombers are hit, I follow that.  But what it does not say (I think), is if the bombers include both tac and strat who picks the losses.  I assume it’s the attacker (the guy who controls the bombers) as that follows the established route, but I wanted to confirm.

    Thanks!


  • i beleive, im NOT sure, but i think that you get to pick whether tacs or smbs die, and btw, escorts can get picked as causualties only AFTER Smbs i think. ill check in my rulebook, just wait


  • alpha 2 reads: “escorts may be taken as casualties only after all bombers are eliminated”

    and theres no answer as to if you can choose the bomber that dies, id wait for kreig

  • '12

    Oops. Thanks for the correction on the first part.  :oops:

  • Official Q&A

    The attacker chooses the casualties inflicted by interceptors.


  • thanks for clearing that up :D i was confused as well

  • 2007 AAR League

    Question: The Axis have a Major IC with 10 damage, the allies capture it, reducing it to a Minor IC, does it still have 10 damage?


  • i would assume, since the maximum amount of damage theminor IC can have is 6,thats all that would transfer. itd be like if you smashed an apple with a slegehammer, then tried to smash it more……


  • @thatonekid:

    i would assume, since the maximum amount of damage theminor IC can have is 6,thats all that would transfer. itd be like if you smashed an apple with a slegehammer, then tried to smash it more……

    Right.  It’s reduced to 6 damage.


  • @Emperor:

    Question: The Axis have a Major IC with 10 damage, the allies capture it, reducing it to a Minor IC, does it still have 10 damage?

    That is interesting, its half damaged, so there are 4 choices.

    • 1-Either it has 10 as they are damage markers and have not been removed by paying for them

    • 2-Since it was half damaged, the minor would be half damaged, round up to 2?

    • 3-Since it was half damaged, the minor would be half damaged round down to 1?

    • 4-Since the rules state that a minor factory can have no more then 6, the other 4 are dropped.

    4 is most likely(in my opinion), as it is a good compromise: it follows the minor factory rule, and the allies still save 4 damage dollars. Can’t wait to see the official verdict. Really good question.

    1 makes sense from a strictly technical aspect, it did receive 10 damage markers earlier and payment is the only way to remove them. The minor conversion has no effect on damage markers or it would discuss the effect. The minor damage cap rule only refers to the max damage it can receive from all current and future attacks. If no money is spent on repairs; technically the damage would remain.

    It seems possible that if it was recaptured and converted back to a major, it would still have 10 markers, since no one paid to remove them.

    Edit: checking the Alpha 2 rules, the last sentence under both paragraphs regarding minors and majors reads: “,after that they are no longer assigned” Assigned could indicate that existing ones may continue to exist as no new ones can be added. It could just have read that no more than 6 or 20 are possible. Which would clear the issue. Or it could say that a minor factory can never have more than 6. It simply says stop assigning, and does not say there is a maximum. It is implied but not stated. This assumes this rule supersedes the book.

  • 2007 AAR League

    @JamesAleman:

    @Emperor:

    Question: The Axis have a Major IC with 10 damage, the allies capture it, reducing it to a Minor IC, does it still have 10 damage?

    That is interesting, its half damaged, so there are 4 choices.

    • 1-Either it has 10 as they are damage markers and have not been removed by paying for them

    • 2-Since it was half damaged, the minor would be half damaged, round up to 2?

    • 3-Since it was half damaged, the minor would be half damaged round down to 1?

    • 4-Since the rules state that a minor factory can have no more then 6, the other 4 are dropped.

    4 is most likely(in my opinion), as it is a good compromise: it follows the minor factory rule, and the allies still save 4 damage dollars. Can’t wait to see the official verdict. Really good question.

    1 makes sense from a strictly technical aspect, it did receive 10 damage markers earlier and payment is the only way to remove them. The minor conversion has no effect on damage markers or it would discuss the effect. The minor damage cap rule only refers to the max damage it can receive from all current and future attacks. If no money is spent on repairs; technically the damage would remain.

    It seems possible that if it was recaptured and converted back to a major, it would still have 10 markers, since no one paid to remove them.

    Edit: checking the Alpha 2 rules, the last sentence under both paragraphs regarding minors and majors reads: “,after that they are no longer assigned” Assigned could indicate that existing ones may continue to exist as no new ones can be added. It could just have read that no more than 6 or 20 are possible. Which would clear the issue. Or it could say that a minor factory can never have more than 6. It simply says stop assigning, and does not say there is a maximum. It is implied but not stated. This assumes this rule supersedes the book.

    All excellent points and right in line with my reasoning as well.  I can’t find anything that supports reducing damage.  Another consideration, The axis would have had to pay 10 to repair it to full capacity, should the allies get to only pay 6 for a factory they bombed in the first place.  Also, the allies risked their bombers to inflict the original damage, how do we justify just waving away that damage?  An interesting set of circumstances.  I too look forward to the official ruling.

    Then lets look at it from the opposite perspective, a minor IC has 6 damage and is upgraded to a Major IC, if we follow the logic of Option 4 the damage should be upgraded as well.  After all the change in damage was do to a change in the factory, not Repair or SBR.


  • James, this isn’t up for discussion or analysis.  Krieghund has stated unequivocally, that the damage on the minor would be 6 in this example.  So, it’s your #4.

    EM, the official ruling (I know you love to point out that I’m not official, which I’m not) has already been posted on this thread, I am 99% certain.

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