• First- Where do you put your men at the end of a turn. Do you have to put them at the factory and leave them there till next turn. Or can you place them anywhere?

    Two- Can you move men through an allied territory? Like if you have the three countries?

    Three- How does the defense counter-attack work after you are attacked. What dictates how you can attack after being hit.

    Please answer these as soon as you can so we can play! LOL. Thanks all!

  • Moderator

    1. the equipment/men purchased MUST be put in a factory or in the case of naval units, in an adjacent Sea Zone of a Factoryt that is unocupied by enemy prescence

    (note: 3rd edition allowsfor vessels to be placed regardless of who controls it)

    2. Yes you can

    3. The battle is resolved with all units remaining as they were Offense/Defense on the board… however Attackers may retreat (but they are not pursuied…)

    GG


  • GG Wrote:

    3. The battle is resolved with all units remaining as they were Offense/Defense on the board… however Attackers may retreat (but they are not pursuied…)

    the battle is considered to be real time. therefore, even if a defending unit is “hit” and killed, it still gets to fire on the following defensive volley after it was hit. hit uints for both sides are removed from the game after each defensive volley.


  • @Hllrback7:

    First- Where do you put your men at the end of a turn. Do you have to put them at the factory and leave them there till next turn. Or can you place them anywhere?!

    Answered well.
    @Hllrback7:

    Two- Can you move men through an allied territory? Like if you have the three countries?!

    Yes, any allied players forces may move through another allied players territories UP TO THE MAXIMUM MOVEMENT ALLOWED(1 for inf and aa, 2 for arm, 4 for ftr, 6 for bmr)
    @Hllrback7:

    Three- How does the defense counter-attack work after you are attacked. What dictates how you can attack after being hit?

    If you have the Attacker/Defender Battle Board place all units on the appropriate spaces. As defenders are hit move them behind the line as losses which will get to return fire in the defenders part of the battle. Remove them from the board after each defensive round is completed.

    Remember to place the battleships(bbs) on the board and use their one shot bombardment in amphibious attacks. Then remove the bbs as they are not part of the land battle and cannot be lost.

    Also remember to place trans on the board in naval battles even as attackers. Though they cannot attack, they can be hit and sunk(your choice as to what you lose.)

    It is almost always advisable to remove your lowest attack/defend dice unit first. Lose a tran(does not attack/defends @1 on a d6) before you lose the bb(attacks @4/defends @4.) Keep the bb to attack another turn, unless the tran cannot be attacked and has units that can unload to attack on land.) Also, it is easier to replace a tran and 2 inf(14 IPCs) than a bb(24 IPCs.)

    Note that it is important to keep your carrier afloat if you have ftrs that are not adjacent to friendly territories. B4 losing the cv, lose a ss or empty tran if available. If not lose a ftr.

    Another problem occurs when you have to decide between losing a cv or bb. Think what you intend to do with the remaining unit(s). If you have other ftrs available the cv would often be the better KEEP. Especially as it is cheaper to build 1 ftr(12 IPCs) for added punch than to build 1 bb(24 IPCs.)

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