• Thank you for the clarification. Knowing that you can’t kill the to-be-created zombies helps a lot and I can go through the combat phase correctly now. Bad news is I need to start a new game.


  • @Panther said in Axis & Allies and Zombies Q+A:

    No speculation or house rules in this thread, please.

    Panther, David,

    Can we start a ‘House Rules’ discussion for AAZ?


  • @thrasher1 said in Axis & Allies and Zombies Q+A:

    @Panther said in Axis & Allies and Zombies Q+A:

    No speculation or house rules in this thread, please.

    Panther, David,

    Can we start a ‘House Rules’ discussion for AAZ?

    Sure, any house rules discussion is welcome.
    But please don’t do it here as we have a dedicated Forum with some related hints for house rules discussions.
    :smiley:


  • If, due to the drawing of a escalation card, two cards are drawn with both having the hidden supply cache bonus, do the cards “stack”? IE: Would it be be two dice rolls and two extra free units from each liberated zombie territory?
    (This came up in a rather game deciding way last time, where russia had this happen and had 5(!) zombie territories within its reach giving a possible 15 free units! We rolled off on interpretation and went with did not stack, but still 10 units…)

  • '21 '20 '18 '17

    At least under “Phase 1, Play a Zombie Card”, it doesn’t directly speak to this. However, I say they do stack; my logic is–if you got two different cards, you’d get both of those bonuses, so why should a player that draws two identical cards of a certain type get shorted by that and only get 1 instance of the effect. Many of the effects can be applied separately (move two half stacks of zombies), you could partially move the same stack twice, or move two stacks into the same zone, applying the card text by completely resolving 1 card, then the next. For the cards that cannot clearly be applied separately/discreetly, I think they should stack in effect to avoid shorting that player a substantial benefit of his draws wherein other permutations, both (or more, with more escalations) can be applied + resolved without controversy.


  • @taamvan said in Axis & Allies and Zombies Q+A:

    Many of the effects can be applied separately (move two half stacks of zombies), you could partially move the same stack twice, or move two stacks into the same zone, applying the card text by completely resolving 1 card, then the next.

    Please mind that if you got two ‘Move half of the Zs present’ cards and you play them both on the same area then you still cannot move all Zs.
    Example: area contains 7 Zs. Card one: you can move 4 Zs. So 3 left. Card two: you can move another 2 Zs.
    Just my interpretation but I am pretty sure of this…

    ADDITION:

    OK, I thought about this. And this came into my mind. Back to the 1990s. Back to the famous Axis and Allies FAQ of Peter Goudswaard.

    In a brief discussion of where a submarine may withdrawn to this statement is made:

    "Note: I personally disagree with this statement from MB, as it
    violates a principal that I have noted the spirit of throughout
    the rules.  **The principal is that "the state of the board at the
    beginning of the present turn defines what is legal."**  This idea
    applies to legal landing spaces and use of canals, even to the point
    that, for example, if during the first turn Egypt falls to Germany 
    and *then* the UK sub south of Turkey is attacked and missed, it
    can go through the canal even though Germany has already captured
    Egypt.  However, I recognize MB as the experts and thus will accept 
    it, pending further questions -- Dewey Barich."
    

    (I added the **s here. Sorry, turned out BOLD did not work here.)

    I always remembered this ‘principle’. So if we apply this to the great-grandchild of Axis and Allies Classic, AAZ, one can argue that the ‘half of the Zs’ part refers to the situation of an area AT THE BEGINNING of the turn. So then you can argue, OK first cards let you move half of the Zs that were in that area at the start of the turn (no difference with my interpretation above). But then the second card also allows you to move half of the Zs that were inh that area AT THE BEGINNING of the turn. So that would mean you could move all Zs by playing these two cards.

    BTW: Does anyone remember these FAQs by Peter Goudswaard?

    (Link to FAQ: https://mozai.com/writing/house_rules/a%26a.faq.txt )

  • '21 '20 '18 '17

    @thrasher1

    No, it would mean half then half of half, if you moved the same stack.

    My point was that some can be applied separately and cleanly (the zombie moves) while others would appear to overlap (giving you 3 or more units for liberating a zombie territory). That’s it. And I think you should get the 3 units because if it was $3 for removing a zombie, you’d get to remove up to 2. If it was replacing an zombie with an infantry, you’d get to replace up to 2 zombies with 2 infantry. Not replacing 2 zombies with 1 infantry, or removing 1 zombie and getting $6.


  • @taamvan said in Axis & Allies and Zombies Q+A:

    @thrasher1

    No, it would mean half then half of half, if you moved the same stack.

    That was indeed my first thought. Play first card, then play second card. But then this ‘general principle’ came to my mind. See post above: ** The principal is that “the state of the board at the
    beginning of the present turn defines what is legal.”
    **

    But I see your point of course. Any chance we will have official word on this?
    (And other AAZ questions…)


  • Krieghund,

    Can you tell us how these two cards should be played after each other?

  • '21 '20 '18 '17

    Until there are official answers and official FAQ I believe Krieg will refrain from answering sua sponte.


  • Krieghund, and all others,

    When can we expect a offical FAQ?

  • '21 '20 '18 '17

    @thrasher1

    It usually takes a while, as they want the community to really get into the game and “break” it so they can be sure that any misconceptions or mistakes have all been aired. These rules (for the most part) have also been used before, so the questions + answers may be limited to those about how zombies affect existing mechanics.


  • @taamvan I would really welcome the corrected setup for 1942SE asap. I wonder why that has never been published in the meantime.

  • '21 '20 '18 '17

    A fine point, sir. It seems that we could “finish the sentence for them” based on our knowledge of the original 42 setup and some guesswork…and I haven’t opened that pack of cards for fear of mixing some of them in accidentally with the base deck. Are the cards distinct? I didn’t look. It seems like a pretty simple request since they presumably already decided on what it should have been…


  • @RogerCooper Ok, sorry for such a long delay but here are the answers to your questions.

    1. First you must understand what Blitzing is. Blitzing is when you, pass through an unoccupied enemy controlled territory on your way to a second combat as part of your 2nd combat move as a tank. So in short, no. If it is zombie controlled, no you have to stop and fight. If it is friendly units with zombies in the territory, then you can move through but it is not a Blitz.

    2. Yes, what a bonus!

    3. No, because the rule states that if you attack a zombie territory with only planes is for only 1 round.


  • @smo63 said in Axis & Allies and Zombies Q+A:

    @RogerCooper Ok, sorry for such a long delay but here are the answers to your questions.

    1. First you must understand what Blitzing is. Blitzing is when you, pass through an unoccupied enemy controlled territory on your way to a second combat as part of your 2nd combat move as a tank. So in short, no. If it is zombie controlled, no you have to stop and fight. If it is friendly units with zombies in the territory, then you can move through but it is not a Blitz.

    But what if this area is ‘Z-controlled without any Zs present’? So the area you want to blitz through has a Z control marker on it but there are no Zs in the very area.
    I would say one then could blitz through this area…


  • Yes, then that is considered Blitzing! There must be no units, enemy or zombies present in an enemy or zombie controlled terrritory for you to blitz through.


  • I guess to answer your original question, Do Zombies stop blitz moves, the answer is yes but only if there are not friendly units present. Then it is not a blitz and a move through a friendly territory on your way to enemy territory.


  • Here is my take on the rules for Zombies. It is not complete just yet but I have most of them down after numerous games played, conversations with SVE and dozens of demos.

    **Hostile Territories = Enemy Controlled, Zombie Controlled or if both Enemy & Zombies are present in the same territory.

    Zombie Occupied = There are Zombie units in a territory you control. Zombies will never control a territory with any Allied or Axis unit(s) present in the same territory.

      Zombie Control of a territory takes place when ONLY Zombies are present in any territory in Phase 3 of the “8 phases of a Turn” during the next countries turn.  Place a Zombie marker        on the country and adjust the IPC chart accordingly.
    

    THE 8 PHASES OF A TURN

    1. PLAY A ZOMBIE CARD

    2. ZOMBIES ATTACK
      ▪ Zombie(s) attack ONLY in territories you control.
      ▪ Each Zombie unit rolls a Zombie Dice and hits on a
      ▪ Add a new Zombie to the territory for each infantry unit destroyed this way.
      ▪ There is no “Return Fire” from any non-Zombie units remaining during this phase.

    3. ZOMBIES CAPTURE TERRITORES
      ▪ Each Territory that contains ONLY Zombies becomes “Zombie Controlled.” Place a Zombie stain
      in that territory and adjust the IPC chart accordingly.

    4. COMBAT MOVES
      ▪ You may move your units out of “Zombie Occupied” territories into hostile territories/sea zones.
      ▪ You may move some or ALL of your units into hostile territories containing Enemy units, Zombies
      units and or both.
      ▪ You may move units that are attacking zombies in a friendly territory during this phase.
      ▪ If you move all of your units out of a “Zombie Occupied” territory, it does not become “Zombie
      Controlled” until Phase 3 of the next countries turn.
      ▪ You may wish to attack Zombies in the territory you are currently in without moving units. Mark the
      territory with a combat marker to remind you of combat in that territory for this round.
      ▪ For all combat moves, all moves must be legal.
      ▪ Tanks may move through friendly territories that are Zombie Occupied on their way to a Hostile
      Enemy territory during combat phase.

    5. CONDUCT COMBAT & CAPTURE TERRITORIES (See GENERAL COMBAT SEQUENCE)

    6. Place Units on the Battle Board

    7. Submarine Surprise Strike or Submerge

    8. Zombies Bite

    9. Attacking Units Fire (during normal combat dice rolling, any roll of instantly kills a zombie unit present. That unit is removed from the board since it already bit this turn.)

    10. Defending Units Fire

    11. Generate Zombies (any infantry units that have been killed as part of the combat become zombies at this time and may attack in the next round of combat if the attacker chooses to continue the attack.)

    12. Remove Non-Infantry Casualties

    13. Press/Cease the Attack or Retreat (at this time, if only zombies remain in the territory in which you still have attacking units, you may press the attack or stop. If you stop, the remaining attacking units may NEVER retreat from zombies alone.)

    14. Conclude Combat and Capture Territory (this is with land units only)
      ▪ In this phase you may only Capture Territories with your units and after all enemy units in that given territory have been eliminated.-
      ▪ You will still capture the territory even if you choose to not press the attack and Zombies
      are present after combat.
      ▪ During combat when you have eliminated all enemy units but zombie units still remain,
      you may choose to “Press the Attack.” All left over hits carry over to zombies and all
      “press the attack” rolls are made at each units attack value + the Zombie Head (6).
      ▪ During the Attack Phase all Zombies Hit the Attacker on a roll of on the zombie dice
      and the Defenders on a
      ▪ Enemy Control of a territory takes place in this Phase of the General Combat Sequence.

    15. NONCOMBAT MOVE
      ▪ At this time, you may move all units that did not move during the combat move of your turn.
      ▪ This applies to all land and naval units. Land units may move into and through friendly zombie-occupied territories in noncombat movement, even if there are no friendly units remaining in that territory because the Zombies do NOT capture the territory until the next Zombie Phase (3).
      ▪ Air units must return to a friendly territory at this time and to a territory, island or friendly carrier that was owned by your or your ally at the start of your turn.**

  • '21 '20 '18 '17

    @smo63 said in Axis & Allies and Zombies Q+A:

    Tanks may move through friendly territories that are Zombie Occupied on their way to a Hostile
    Enemy territory during combat phase.

    Thanks Greg for narrating out the long version. As to #2, bullet 2, dont forget to add “…hits on a D”!

    “Tanks may move through friendly territories that are Zombie Occupied on their way to a Hostile
    Enemy territory during combat phase.”

    This one is crucial–a single zombie in enemy controlled territory or zombie controlled territory blocks a blitz or 2 space move. However, no amount of zombies stop the combat or noncombat move of a tank THROUGH a FRIENDLY controlled territory–these are treated as in other games.

    One thing players may need a reminder on is that the zombies that currently exist are all susceptible to destruction before the rolling is complete–and all the zombies that are about to be formed are immune to those attacks. This means that players usually stop rolling after all the enemy are dead–now they must complete the full set of rolls, looking for any “hits” or “zombie hits” (with certain tech–this can be quite confusing because only 3,4 is a miss of everything). Even if they get 63 hits–there may still be zombies AFTER the round of combat.

    This also requires some planning/study because too many excess hits may leave a smaller zombie wall than anticipated.

    All the best. Taamvan/MacArthur

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