• @Krieghund thank you for all of the clarification.

    I am personally disappointed about Tech 6 though. I was hoping for one zombie per territory per turn. Not sure if it would be true or not but i thought it might speed up the game and be like the ‘herds’ in the Walking Dead. And I don’t see how moving a single zombie would really make a difference. Maybe I am not seeing the bigger picture.


  • @Krieghund

    Regarding TECH-2 Z-4 Explosives:

    I have to admit ‘we’ interpreted this wrongly then: only your artillery units will hit on a 5 or 6 when you have this tech.
    This seems to be a very powerful technology then…

    I will respond to the other questions and answers later.
    Thanks for asking the questtisn (@gregkamp) and answering them (@Krieghund).


  • @gregkamp

    Regarding Tech 5: Deadnapper Convoys:

    As I asked here:
    https://www.axisandallies.org/forums/topic/33676/aaz-rule-question-technology-5-deadnapper-convoys

    “Must these Zs be dropped off immediatelly? Or may you keep them on board? And maybe move to a location further away next turn and drop these Zs of there?”


  • @gregkamp

    Regarding Tech 6: ZMCR

    As far as I know the following is the case:

    • You must have at least one unit in that area
    • But you do not have to control it. If you have a unit in an area controlled by your ally you can use this technology.
    • Only controlling the area is not enough. You must have at least one unit in that very territory.
    • But that unit can be a factory. So yes, a factory is enough.

    This is based on answers by @DoManMacgee and @Krieghund here: https://www.axisandallies.org/forums/topic/32927/aaz-rule-question-technology-6

    I hope I summarized this correctly.

    One last question: if you play a version of Axis and Allies with Anti Aircraft guns does an AA gun qualify as a unit here so you can use this tech?
    My guess is: yes, it is.


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

    One last question: if you play a version of Axis and Allies with Anti Aircraft guns does an AA gun qualify as a unit here so you can use this tech?
    My guess is: yes, it is.

    It is.


  • Zs capuring a capital

    Zs capture a territory during Phase 3 of a turn. So if enough Zs end up in an otherwise ‘empty’ capital the Zs will take over this capital.
    (See: Phase 3 / page 14 / right column)

    As far as I know this can happen:

    • When an enemy attacks your capital and only Zs are left after combat. Then during Phase 3 of the next turn the Zs will capture the capital and take the money.

    • When you yourself (or an ally) attack the Zs in your capital (which is still controlled by you at that point) and after combat only Zs are left (so they capture capital in next turn and get the money).

    • When during Phase 2 (Zs Attack) all of your units are destroyed by Zs.
      (This is pretty unlikely as the Zs in this phase only hit at 1/6)

    • When enough Zs are moved into your capital by cards or technologies.

    Anyway, the actual capture happens in Phase 3. But at page 23 (left column) under 'Step 9: Conclude Combat and Capture territory it also mentions: “If the Capital was captured by Zs…”.

    But this does not happen in that very moment of the game.

    PS: I really like the concept that a capital has a certain resistance/buffer against being taken over by Zs…


  • So far I feel like Z-4 explosives are crazy strong and the zombie mind control is super weak.


  • @gregkamp Yeah, same feeling here. The situation where the mind control ray does have some power is when you are capturing new territories with a small force and there is a zombie or two left there after battle.

    The way I understand it, once battle is finished you capture the territory, next in your non-combat the remaining zombie in your new territory can be pushed out and into enemy territory.

    But I feel like this is still by far the weakest tech, seems like it should be cooler than this, maybe in testing it was too powerful and they nurfed it or something.

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