• Hello let me start off my first post by saying great forum.  A friend gave me this as a Christmas gift.  Needless to say i love it.  My friends and I will be starting our 5th gAme this weekend.  Each game is better than the last and thanks to this forum we are working out mistakes in our rules.  It speaks a lot about a game that even if you get the rules wrong it still works and you can have a blast.  Everytime we figure out an error in our interpretation of the rules it makes the next game different and new.  First games we got tank movement wrong, reinforcement of combat zones wrong, IPC collection, and still might be getting transports and sub combat wrong.

    Before we start I’d like to ask a few questions.  Can America land troops in Algeria R1?  A Ger sub in SZ11 doesn’t get a suprise attack on a Transport as it moves by to unload in SZ 12?  If a distoryer is escorting the transport will they both have to stop and do combat?  We use AA guns in combat.  It always gets the gift of the first wound in combat.  After combat the AA gun is placed back in the country under control of the victor.  Are we doing this right?


  • _Can America land troops in Algeria R1? _
    Yes, using the 2 transports in SZ10.

    A Ger sub in SZ11 doesn’t get a suprise attack on a Transport as it moves by to unload in SZ 12?
    Indeed, it doesn’t. The transport never sees the submarine.

    _If a destroyer is escorting the transport will they both have to stop and do combat? _
    Yes, since all combat occurs at the same time, you cannot first conduct combat with the destroyer, and then move the transport through that seazone to do an amphibious landing.
    You can, however, use the destroyer to conduct combat in that seazone, and afterwards move the transport through if you use the transport in the non-combat move.

    _We use AA guns in combat.  It always gets the gift of the first wound in combat.  After combat the AA gun is placed back in the country under control of the victor.  Are we doing this right? _
    You’re not using it right. The AA-gun can only move in the non-combat phase, so you cannot take it to any combat.
    If a territory with an AA-gun is attacked by aircraft, it does get first strike as you mentioned, but it fires only once, at the beginning of the battle.

  • '12

    Enemy subs and enemy transports never FORCE you to stop and fight.  If you had 100 transports and 100 destroyers on route to do a combat move, all 200 would have to stop if one destroyer wanted to fight either a transport or sub.  Even if a fighter from land tried to attack the enemy in Sea Zone X, no navy could move though during combat.  However, a stack of 100 enemy subs and transports cold not prevent your 1 transport loaded with 2 guys from happily sailing right past them.  They don’t force you battleships and cruisers to fight so your fleet can stop where enemy subs and transports exist, ignore them and do an amphibious assault with battleship and cruiser bombardment.


  • Thank you very much for the help.
        I was thinking that if the sub was detected it would force combat.  I have been in the situation where I have left destroyers in the starting SZ because I didn’t want to find the sub and fight.  We have been using subs as speed bumps to slow the American and Japanese navys down.
        Totally missed the AA combat.  We thought that because the AA has a place on the combat strip that it took part in combat if it was attacked.  We were leveling the 88s off after the opening shots and then killing the crews first.

  • '12

    Right.  Just to clarify, your destroyers and combined fleet can happily sail right past enemy subs and transports.  You need to spend 8 IPC on a destroyer to use it as a speed bump.  Even then, you can destroy the blocking destroyer with air and a sub maybe, then non-combat move past that contested sea-zone leaving behind only the sub and the attacking air units non-combat move to where the fleet will end up.  It gets even harder to slow down a multi-national fleet, your ally clears the blocker then you can move 2 spaces and do combat before a new blocker can be placed, unless the defender was also multi-national….

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