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Central Command
05-02-2007, 08:49 PM
Welcome to the start of our online campaign. Here are some points about the campaign to more clearly state how it works and to define your, the Field Commanders, roles. Questions will be addressed here as well.

The Campaign Board
-All moves are made by High Command.
-Feel free to give strategic advice to High Command on these forums and using upcoming polls but there is no guarantee they will listen to their Field Commanders.
-Due to the simultaneous nature of strategic movement a few board mechanics do not work as they do in the standard A&A board games. You many have already noticed slight board changes and the blitz maneuver that Germany made through The Baltic States.

Battle Tickets and Fleet Actions
-You do not have to pick a side but it's probably more fun that way.
-You do not have to register. Just be sure your After Action Reports use a consistent name/nickname.
-You may play a ticket with whom ever you want. You may play online or even solo.

Game Play
-Intended setup sequence for Standard Assault.

Defender makes choices
Map is rolled randomly if it was not chosen by the defender
Roll for side of Battle Map if it was not chosen by the defender
Apply any map/terrain changes
Move objective if this option was chosen
Both sides build their force

-If you and your opponent agree you may use any house rules, custom maps and special tiles.
-You may play all five battles each turn and may play each one as many times as you like.

Some battles will not be even. This might not seem fair but remember that all the damage that you inflict and all the troops that you save affect what survives on the campaign map. A tactical defeat can still be a strategic victory.

After Action Reports
-Track your results with the AAR provided and then email those results to AAR@wizards.com.
-Results turned in after the deadline will not affect the strategic game.
-Only one player needs to report each game. Just be sure to include both names in the report.

Ratings
Many of you noticed the mention of player ratings. These ratings will be tracked for some friendly competition here on the forums. They are not 'official' ratings and have no set reward.
Central Command will track and post player ratings from turn to turn. The chart will be first be ranked by participation and then by wins. Participation is paramount. Other stats may be tracked such as top commanders by country, theater or land/sea. Feel free to suggest any other stats you would like to see.
-Your max participation you can score per turn is five (one per battle).
-You may score only one win per Ticket/Action even if you played it multiple times.
-Solo play will grant you 1/2 a win.

Good luck soldiers!
CC

Additional Clarifications
-Lend-Lease troops must follow year restrictions. You may only use them at the appropriate date or beyond. The USS Barb is currently the exception to this and can be used before its printed date.
-No unit limit unless stated in the Nationality Command Requirements.
-Units moving off your side of the map retreat automatically with no roll needed.
-Retreated units are not counted at the end of turn 10 towards victory.
-The losing sides units remaining on the Battle Map at the end of the game that can not move or Relocate are destroyed with no roll.
-Obstacles do not count towards either sides remaining points.
-For purposes of this campaign all special terrain tiles are allowed.
-Able through Dog maps are allowed. It is suggested you place any lakes to the edge of the battle map. Remember that you and your opponent can agree to add any additional maps and configurations into the mix.

Arontje
05-03-2007, 05:45 AM
I understand the year limit, does it also state for lend lease troops? And is there really no unit limit? That will make defensive scenario's really tough for the attacker.

shadowhooch
05-03-2007, 09:51 AM
Good point Arontje...any unit limit?

Also, here are some questions I have:

Retreating Rules: I'm a little fuzzy on these.....
1) Do you have to make any kind of roll to retreat off of the board or do you just move a unit off of your back half of the map to retreat?
2) Does the "loser" still have to make rolls on those units to see if they were destroyed or does that only apply to units left on the board after defeat?
3) Do retreated units count toward your points when contesting the objective (like planes do in the original rules)?
Any further clarification on retreat rules would be really helpful.

Eligible Maps: Officially, are only the 6 original map configurations eligible for play or are you allowed to choose the Able3/4 and Baker 3/4 map configs?

Terrain: I apologize if this is already somewhere; but it would be really helpful if you listed ALL the available terrain tiles and their effects in a single link, article, or page.

Thanks!

HRS
05-03-2007, 02:43 PM
Do reinforcements count when deciding the final score? (the 25 points from one of the defender options)

wilson2
05-03-2007, 03:45 PM
Do reinforcements count when deciding the final score? (the 25 points from one of the defender options)

nope it says to paraphrase "remove the points of these units when counting end of game points left"

Grenzewolf
05-03-2007, 05:42 PM
If the defender makes choices prior excatly what are you doing "rolling for side"?

Which also raises the question as to the defender option to "choose side". I assumed this to mean choose what side of the map but the rule book uses that term for choosing either axis or allie. I know how we are playing it tonight but wording could use clarification.

warspite
05-03-2007, 09:09 PM
I'm interested in the map choices too, like are Easy, Fox and George available for the map quarter exchange?

And, DEFINITELY, clarify if 15-unit limits are enforced. It becomes really hard to come up with 80 points of infantry in only 15 units, unless taking lots of commanders, snipers and artillery. I don't want to be forced to do so, esp. since the Russians don't get much in the way of high-priced soldiers like the Western Allies do.

Sharpe
05-03-2007, 09:13 PM
No unit limit according to Y2ASK.

warspite
05-03-2007, 09:24 PM
No unit limit according to Y2ASK.

Can you link to that? I know we can house-rule it anyway, but I don't want to worry about it, so that everyone I play with knows independently. I'm thinking my group will be flexible, but I just want to limit the first-round surprises. :)

Sharpe
05-03-2007, 09:30 PM
It's in the rules/Q&A forum in the general section. You'll recognize the thread.

http://boards.avalonhill.com/showthread.php?t=20063

warspite
05-03-2007, 09:45 PM
It's in the rules/Q&A forum in the general section. You'll recognize the thread.

http://boards.avalonhill.com/showthread.php?t=20063


Thanks. :)

Central Command
05-04-2007, 12:57 AM
Added changes to top post to reflect answers.

I understand the year limit, does it also state for lend lease troops? And is there really no unit limit? That will make defensive scenario's really tough for the attacker.

The defender does have many advantages. High Command is aware that it must attack with superior forces to guarantee victory. But when a opponent is mainly infantry or vehicle a Field Commander can hone his forces to defeat that type of unit. Wild points become quite dangerous because you can't be sure what to expect.

Retreating Rules: I'm a little fuzzy on these.....

The losing player's units remaining on the board at the end of the game roll for retreat (a roll of a 4+ on a d6). Units that moved off a players own side of the Battle Map have retreated with no roll necessary.
Units that can not move or Relocate can not retreat and are automatically destroyed.

See top post for clarification on terrain and maps.

Do reinforcements count when deciding the final score? (the 25 points from one of the defender options)

Wilson2 is correct. These points are subtracted from your remaining points at the end of the game. It is possible to win a game with zero points remaining. If your end result is less than zero treat it as zero.

If the defender makes choices prior excatly what are you doing "rolling for side"?

Fixed on top post.

Grenzewolf
05-04-2007, 04:43 AM
CentralCommand,

Concerning RETREAT:

Must the enemy exit units off the map safely to recieve PTs or does declareing a retreat end hostilities?

Central Command
05-04-2007, 05:25 AM
CentralCommand,

Concerning RETREAT:

Must the enemy exit units off the map safely to recieve PTs or does declareing a retreat end hostilities?

There is no 'declared retreat'. You may retreat units at the specified turn or later off your own side of the map. The game continues until one side has won or at the end of turn 10.

warspite
05-04-2007, 10:44 AM
Confusion about Lend-Lease year restrictions. Why list Lend-Lease units, like ALL Americans, that aren't available in 1941? Also, 6pdr only available in 1942, but also listed for Russians. Wouldn't it be easier just to not list them until the appropriate year, or is the Lend-Lease just a default listing, and we still have to watch the year restrictions?

Patton_71
05-04-2007, 04:18 PM
Just to let folks know, the Lee (Grant) will be available to the UK during 1941 in our group...Also, we have decided to allow the ME 109 to be played as a Russian fighter( Since they painted a British roundel on the plane, why not a Red Star?) MiG, Lagg, Yak, etc. The Germans still have superiority with the Fw 190. We have also begun discussions about an Il-2 for 1942.

Patton

Patton_71
05-04-2007, 09:16 PM
any thought on advanced tech rolls and how they may affect the game?

patton

Latro
05-05-2007, 07:15 AM
This is a campaign that is obviously meant to be at least semi-historical. So please put a few more restrictions on the use of "liberated" material. Yes, Germany did capture a lot of Polish and French material ... but they never fielded any Char platoons with Panhard recons and MAS rifle units and Polish cavalry as support.

... it's silly.

The MAS rifles and Polish horses don't belong there at all (just like the Polish determined infantry, who are indeed banned) and the captured hardware like tanks were put into limited use and played no major role on the major fronts.

So either limit them to certain battles only (German garrisons with 2nd-rate captured equipment) or put a limit on the number we can use.


... almost forgot, ... please?


:cool:

Luthorn
05-05-2007, 07:22 AM
I was wondering how many points are each A+A piece are worth on the campaign map (Europe and pacific)?

For example:
3 a+a inf
1 a+a plane
1 a+a tank

How do you determine the point values of the tickets?

warspite
05-05-2007, 07:29 AM
This is a campaign that is obviously meant to be at least semi-historical. So please put a few more restrictions on the use of "liberated" material. Yes, Germany did capture a lot of Polish and French material ... but they never fielded any Char platoons with Panhard recons and MAS rifle units and Polish cavalry as support.

... it's silly.

The MAS rifles and Polish horses don't belong there at all (just like the Polish determined infantry, who are indeed banned) and the captured hardware like tanks were put into limited use and played no major role on the major fronts.

So either limit them to certain battles only (German garrisons with 2nd-rate captured equipment) or put a limit on the number we can use.


... almost forgot, ... please?


:cool:

No, the Germans didn't field entire divisions of captured materiel, but it did supplement some of their rear area and second line units. Mostly, it made its way into their allies' OB's, especially Romania, which needed a lot of help providing support on the Eastern Front. In any event, I'm sure they won't be overused, as there are plenty of German alternatives. What they do provide, same as for the Allies, is specialized units that a particular country doesn't have on its own, like Soviet MG's and transports. Maybe a unit limit could work, but, unlike 5/5 soldiers, I don't think there will be much "abuse". :rolleyes:

I'm sure the salvage rules will be very restrictive, but still allow the "whaf-ifs" that actually did occur.

warspite
05-05-2007, 07:32 AM
any thought on advanced tech rolls and how they may affect the game?

patton

probably won't be any, as Europe and Pacific don't use them at all. I don't think this will be run with the AARevised economy, either, which doesn't support the unit quantities needed in Europe and Pacific. The combined US economy from those two games is 115 IPC's, after all. :)

warspite
05-05-2007, 07:40 AM
I was wondering how many points are each A+A piece are worth on the campaign map (Europe and pacific)?

For example:
3 a+a inf
1 a+a plane
1 a+a tank

How do you determine the point values of the tickets?


Probably the same way they get the unit costs and attack decisions: Nancy Reagan's astrologer, chicken entrails, the BCS computers, and a Dutch auction. :D

I KID WotC... lol ;)

Latro
05-05-2007, 07:44 AM
No, the Germans didn't field entire divisions of captured materiel, but it did supplement some of their rear area and second line units. Mostly, it made its way into their allies' OB's, especially Romania, which needed a lot of help providing support on the Eastern Front. In any event, I'm sure they won't be overused, as there are plenty of German alternatives. What they do provide, same as for the Allies, is specialized units that a particular country doesn't have on its own, like Soviet MG's and transports. Maybe a unit limit could work, but, unlike 5/5 soldiers, I don't think there will be much "abuse". :rolleyes:

I'm sure the salvage rules will be very restrictive, but still allow the "whaf-ifs" that actually did occur.


Take a look at this:

How the Germans won the battle? By not using German units.

Me (Russians):
Cossack Captain
Commissar
Determined Infantrymen (x4)
40mm Bofors L60 (x2)
Mosin-Nagant (x2)
PPSh-41 SMG (x4)
Soviet Grenadiers (x3)
Hero of the Soviet Union
Pillboxes (x3)
Tank Obstacles (x4)

My opponent (Germans):
SS-Haupsturmfuhrer
Grizzled Veteran
Panhard et Levassor (x3)
Polish Cavalrymen (x3)
Char B1-bis (x2)
Carro Armato M13/40
7Tpdw (x2)

The details of the battle are too obscene to recall, but the Russians were wiped out completely, while the Germans lost the three Polish cavalry units and one Panhard. I have suffered some nasty beatdowns before, but this one really takes the cake. Congrats to my worthy adversary.

I do have one comment, however. If this campaign is supposed to bear some resemblance to history, a rule on minimum national content may be in order. How many German builds out there had no German vehicles at all? I'm guessing many, given the quality of French tanks.

I'm all for allowing French tanks ... but within reason please. I'm all against French infantry and Polish cavalry being part of the German army suddenly.


:(

warspite
05-05-2007, 08:23 AM
Well, I'm going to try my hand at the Russians today, and I'm not optimistic, French, Polish, or Swiss. The Russians don't have much to stop SSPG's.

Of course, Barbarossa is SUPPOSED to go badly for the Russians, right? :)

Latro
05-05-2007, 09:14 AM
Well, I'm going to try my hand at the Russians today, and I'm not optimistic, French, Polish, or Swiss. The Russians don't have much to stop SSPG's.

Of course, Barbarossa is SUPPOSED to go badly for the Russians, right? :)

Well ... up to a certain point, yes. I could give you a spoiler how it ended in case your wondering.


:D

(I promised myself to limit the use of SS to either themed battles or to a limited "eilite" role on the battlefield ... which means they actually ride around in SdKfz 251's.)

Heir_Ludendorff
05-05-2007, 09:36 AM
Wouldn't they be riding 250's since that is supposed to be the more advanced Half track?

Latro
05-05-2007, 09:54 AM
The 250 is the Gun Transport, the 251 is the one that allows the unit to fight while mounted (the SA Fighting Platform) ... and I'm still hoping for one that allows both.


:cool:

oddfellow
05-05-2007, 12:06 PM
anyone know what formula they are using to covert the board to minis??

shadowhooch
05-05-2007, 08:46 PM
On the Rules for Fixed Defender it states:
"Defender Always Sets Up First."

Does this mean they get to pick side too? Or can the attacker still "win" picking the side?

Thanks!

Central Command
05-06-2007, 02:45 AM
On the Rules for Fixed Defender it states:
"Defender Always Sets Up First."

Does this mean they get to pick side too? Or can the attacker still "win" picking the side?

Thanks!

If the defender did not select 'Choose Side' then the attacker can win the side selection during a Fixed Defender ticket.

Big Red 1
05-06-2007, 08:25 AM
Since both sides can benefit from the defender's choice to receive 25 points of reinforments on turn 4, do both sides subtract the 25 points from their remaining units after the game or is the loser of the battle the only one who should subtract these points?

J.L.Robert
05-06-2007, 12:07 PM
Ratings
Many of you noticed the mention of player ratings. These ratings will be tracked for some friendly competition here on the forums. They are not 'official' ratings and have no set reward.
Central Command will track and post player ratings from turn to turn. The chart will be first be ranked by participation and then by wins. Participation is paramount. Other stats may be tracked such as top commanders by country, theater or land/sea. Feel free to suggest any other stats you would like to see.
-Your max participation you can score per turn is five (one per battle).
-You may score only one win per Ticket/Action even if you played it multiple times.
-Solo play will grant you 1/2 a win.


For clarification, an example:

Player A and Player B agree to play Battle 1. Player A wins. So the tallies would be:

Player A - 1 participation point, 1 win
Player B - 1 participation point

If these two play the same scenario, and Player B wins this time, does the above scoring remain, or does it now read...?

Player A - 1 participation point, 1 win
Player B - 1 participation point, 1 win

Central Command
05-06-2007, 02:38 PM
Since both sides can benefit from the defender's choice to receive 25 points of reinforments on turn 4, do both sides subtract the 25 points from their remaining units after the game or is the loser of the battle the only one who should subtract these points?

Both sides subtract any reinforcement points they spent. You do not have to spend the whole 25.


If these two play the same scenario, and Player B wins this time, does the above scoring remain, or does it now read...?

Player A - 1 participation point, 1 win
Player B - 1 participation point, 1 win

Correct. Both players can score a win.

Surfer_Sam
05-06-2007, 06:26 PM
I'm sorry, I'm alittle bit confused. I just played Battle No. 1, do I send in the results now? Or do I have to complete some others and send them in too

Central Command
05-06-2007, 06:56 PM
I'm sorry, I'm alittle bit confused. I just played Battle No. 1, do I send in the results now? Or do I have to complete some others and send them in too

It would be easiest for you and High Command to send them all in at once, but you can send them in individually. Just be sure to beat the deadline.

KAGE
05-07-2007, 02:29 PM
anyone know what formula they are using to covert the board to minis??

I would also like to know this.

RollingThunder
05-07-2007, 07:31 PM
I believe it is supposed to be shrouded in mystery.

jasontad
05-08-2007, 07:28 PM
Well, for a "standard assault" like battle ticket #2, it appears that they are using attack and defense values from the board game and by multipling them by 10 converting them into the point system used by A&AM. Keeping in mind that aircraft and artillary in the board game represent "wild" points while tanks and infantry from the board game represent "vehicle" and "soldier" points respectivly. For example...in the board game, the attack/defense ratings are:

Aircraft 3/4
Tank 3/2
Artillary 2/2
Infantry 1/2

...so on battle ticked #2, with a German "attacking" force of 1 aircraft, 2 tanks and 3 infantry...you get 120 points total broken down into 30 "wild" points (1 aircrat attack rating of 3 x 10 = 30)...60 "vehicle" points (2 tanks with a combined attack rating of 6 x 10 = 60)...and 30 "soldier" points (3 infantry with a combined attack rating of 3 x 10 = 30)...compared to a russian "defending" force of 4 infantry and 1 artillary, which gives you 100 points...20 "wild" points (1 artillary defense rating of 2 x 10 = 20)...and 80 "soldier" points (4 infantry with a combined defense of 8 x 10 = 80).

The other battles including the naval ones, seem to be using some sort of variation of this system, only with variables that arent obvious just yet.

Little Red Riding Hood
05-09-2007, 01:48 AM
Why are the germans allowed the use of french ships in their build? The french scutteld their fleet, so that the germans could not take advantage of the french navy...

Outlaw
05-09-2007, 08:25 AM
Why are the germans allowed the use of french ships in their build? The french scutteld their fleet, so that the germans could not take advantage of the french navy...

Besides the "what-if" factor, the French Fleet wasn't scuttled in Toulon until November 1942. This campaign is in 1941.

boersma8
05-10-2007, 12:59 AM
I originally posted this to Steve on the miniatures Q&A, but he toldmet to post it gain here, so here goes:

Maybe I missed sth somewhere, but it seems to me there's

A No unit limit in the ongoing campaign including obstacles ( that is the only limit would be the number of soldier points available or can you also still use wild points to build obstacles???)
B hence it is theoretically possible to build a HUUUUUUUUUGE number of obstacles, the attacker will never make it through........( e.g. you know the attacker is mainly vehicles, so you build lots of tank obstacles those tanks will never make it through and keep a few AT guns in the back to finish them all off....)

Did I overlook anything?
I remember this very same fact was brought up before when obstacles initially weren't meant to count against your 15 unit limit. For the very reason I stated above, that was changed......

I'm all for allowing THE DEFENDER the use of obstacles, but without any limits, it could theoretically spoil all the fun.....

Thanks.......

boersma8
05-10-2007, 01:11 AM
Just curious: Will it be possible that a battle continues in a certain territory ( e.g. the Germans WIN battle # 1 over Belorus, but they do not control the WHOLE territory yet, i.e. the front is somewhere in Belorussia?) It is that way in many wargames and I suppose it's more historical too. Will it also be shown on the " Centrla command mao i.e the map of A&A Europe that in fact the opposing armies ARE BOTH within the territory of Belorussia?

Of course the other possibility would be that Germany is in control of Belorussia and would be at the gates of Moscow. Then you'd have a Russian counterattack in the winter 41 turn pushing the Germans back to Poland and/or the Baltic States right away??? Or once again, would the battle for Belarus still continue ( in case of a succesful Russian counterattack) ?

Thanks for answering!

JUNO44
05-10-2007, 06:43 AM
Played out several times so far battles 4=5 and have noticed a odd result in several games. The middle to late part of battle were a player starts to add up points and sees that he would have to sink entire enemy fleet to 'win'. The attempt could be made but with say only a single that has to run through enemy subs. Should this result be posted were neither side has achieved 150 points?

warspite
05-10-2007, 08:04 AM
Battles which come down to units which can't hurt each other (subs and planes) but neither side has 150 points go to the player with the most points. Also, if one side is has no units left, the other side wins. The annihiliation force of all subs and bombers (and possible motor boats) can't possibly score 150, as it can't capture objectives, but CAN sink the whole enemy fleet.

That's actually a good strategy for the big board, knowing when you can't win, and should just withdraw to save your forces. I've been trying to apply that to the land battles, too, esp. the hopeless Russians at this juncture. Inflict what casualties you can, and run.

warspite
05-10-2007, 08:15 AM
I originally posted this to Steve on the miniatures Q&A, but he toldmet to post it gain here, so here goes:

Maybe I missed sth somewhere, but it seems to me there's

A No unit limit in the ongoing campaign including obstacles ( that is the only limit would be the number of soldier points available or can you also still use wild points to build obstacles???)
B hence it is theoretically possible to build a HUUUUUUUUUGE number of obstacles, the attacker will never make it through........( e.g. you know the attacker is mainly vehicles, so you build lots of tank obstacles those tanks will never make it through and keep a few AT guns in the back to finish them all off....)

Did I overlook anything?
I remember this very same fact was brought up before when obstacles initially weren't meant to count against your 15 unit limit. For the very reason I stated above, that was changed......

I'm all for allowing THE DEFENDER the use of obstacles, but without any limits, it could theoretically spoil all the fun.....

Thanks.......

That's what paratroopers are for. Also, remember that obstacles work for both sides. I used them OFFENSIVELY to good effect in the Norway scenario, to screen the objective from the Germans. He made most of his movement rolls, anyway, but it could have made my life much easier catching a Haupsturmfuhrer in the open. (Turns out he had much more trouble with a stream than the barbed wire. Can't quite have the first man lay across the stream and the rest run over him, eh? :D )

The big reservation I've had about putting too much into obstacles is that if the movement rolls are made, they're a big waste of points, unless a lot of the tactics involve dancing. If you can build a defense (or offense) around trapping the opponent against the obstacles, then it can be rough. But, I find they aren't too hard to overcome, and mostly a short-lived issue in the end.

frogczar
05-10-2007, 09:01 AM
Does anyone know how Aircraft are counted against the build points? Are they Vehicle? Soldier?

Thanks,

-Frog

warspite
05-10-2007, 09:46 AM
Does anyone know how Aircraft are counted against the build points? Are they Vehicle? Soldier?

Thanks,

-Frog

Aircraft are neither, so they have to count as Wild.

Slaynar
05-10-2007, 11:43 AM
correct, only Wild and possibly reenforcments.

But heros and paratroopers are great reinforcments also

Robert

Central Command
05-10-2007, 03:15 PM
A No unit limit in the ongoing campaign including obstacles ( that is the only limit would be the number of soldier points available or can you also still use wild points to build obstacles???)


There is no limit on the number of units (including obstacles) in your force unless listed under the Nationality Command Restrictions.
If you or your opponents find obstacles becoming abusive feel free to make a house rule limiting them in some way.

Note from the top post clarifications....points spent on obstacles are lost. When you total your surviving points at the end of a game neither side adds obstacles. This is a built in campaign disadvantage to buying obstacles.

Just curious: Will it be possible that a battle continues in a certain territory...

There are some cases where a battle lasts more than one campaign turn. This can happen on Blitz tickets and during city attacks.

Should this result be posted were neither side has achieved 150 points?

Yes. By reporting the points remaining, High Command can use those numbers when determining surviving pieces on the Campaign board.

Aaron
05-11-2007, 06:06 PM
Sorry if this was already asked.
Can I retreat off to the left and right of my side, or just off the back.
I'm thinkin' anywhere off my side, but I just wanted to be sure.
Thanks.

boersma8
05-12-2007, 12:34 AM
That's what paratroopers are for. Also, remember that obstacles work for both sides. I used them OFFENSIVELY to good effect in the Norway scenario, to screen the objective from the Germans. He made most of his movement rolls, anyway, but it could have made my life much easier catching a Haupsturmfuhrer in the open. (Turns out he had much more trouble with a stream than the barbed wire. Can't quite have the first man lay across the stream and the rest run over him, eh? :D )

The big reservation I've had about putting too much into obstacles is that if the movement rolls are made, they're a big waste of points, unless a lot of the tactics involve dancing. If you can build a defense (or offense) around trapping the opponent against the obstacles, then it can be rough. But, I find they aren't too hard to overcome, and mostly a short-lived issue in the end.

That's all good and well, but we prefer playing historically and it just seems wrong to me to use obstacles being the attcaker ( other than maybe protecting something like an HQ or fuel dump or so....)

Central Command
05-12-2007, 03:11 AM
Sorry if this was already asked.
Can I retreat off to the left and right of my side, or just off the back.
I'm thinkin' anywhere off my side, but I just wanted to be sure.
Thanks.

Just off the 'back'.

boersma8
05-12-2007, 07:02 AM
I'm not quite clear on the retreat rules. Are they different for fixed defender as opposed to standard assault? In " fixed defender" can you retreat at all and if so, is it ALWAYS necesarry to make a movement roll, also after turn 5?

Thanks!

warspite
05-12-2007, 07:49 AM
That's all good and well, but we prefer playing historically and it just seems wrong to me to use obstacles being the attcaker ( other than maybe protecting something like an HQ or fuel dump or so....)

Don't think of them as obstacles, in the fortification sense. Think of them as terrain features you're exploiting, like a ravine, rocky ground, or flooded area, which the actual map doesn't show (they're always a little out of date, right? ;)) . Both sides should have some say in picking the ground on which to fight.

P.S. I can rationalize damned near anything. :D

Central Command
05-12-2007, 12:52 PM
I'm not quite clear on the retreat rules. Are they different for fixed defender as opposed to standard assault? In " fixed defender" can you retreat at all and if so, is it ALWAYS necesarry to make a movement roll, also after turn 5?

Thanks!

In the rules box of each ticket it states when units can retreat for both the attacker and defender. Any unit that retreats off the back of your own side of the Battle Map has retreated automatically. No roll is necessary then or at the end of the game. Retreat rolls are only made for units still on the Battle Map when the game ends.

boersma8
05-13-2007, 03:00 AM
In the rules box of each ticket it states when units can retreat for both the attacker and defender. Any unit that retreats off the back of your own side of the Battle Map has retreated automatically. No roll is necessary then or at the end of the game. Retreat rolls are only made for units still on the Battle Map when the game ends.

Is retreating into a half hex at the back edge of the board considered a succesful retreat, or are those hexes out of play, thereby at times forcing the unit to make an extra move into a whole hex before they can actually retreat? ( We played that retreating into a half hex was allowed and that it was the same as moving off board)

Central Command
05-13-2007, 03:15 AM
Is retreating into a half hex at the back edge of the board considered a succesful retreat, or are those hexes out of play, thereby at times forcing the unit to make an extra move into a whole hex before they can actually retreat? ( We played that retreating into a half hex was allowed and that it was the same as moving off board)

Retreating to a half hex is considered 'out of play' and is a successful retreat.

boersma8
05-13-2007, 03:18 AM
Retreating to a half hex is considered 'out of play' and is a successful retreat.

OK, that's what we thought and how we played!

Thanks!

boersma8
05-14-2007, 01:01 AM
Having read many books on Barbarossa, I know that the KV 1 was also available to the Russians at that time. Why does it have a 1942 year of availability on its statcard? Moreover, in the flavour text there's mention of a KV 1 destroying a lot of German armor in August '41!

Of course you can always houserule that it IS available in builds, but IMO it SHOULD be because it actually was!

oddfellow
05-14-2007, 09:05 AM
I originally posted this to Steve on the miniatures Q&A, but he toldmet to post it gain here, so here goes:

Maybe I missed sth somewhere, but it seems to me there's

A No unit limit in the ongoing campaign including obstacles ( that is the only limit would be the number of soldier points available or can you also still use wild points to build obstacles???)
B hence it is theoretically possible to build a HUUUUUUUUUGE number of obstacles, the attacker will never make it through........( e.g. you know the attacker is mainly vehicles, so you build lots of tank obstacles those tanks will never make it through and keep a few AT guns in the back to finish them all off....)

Did I overlook anything?
I remember this very same fact was brought up before when obstacles initially weren't meant to count against your 15 unit limit. For the very reason I stated above, that was changed......

I'm all for allowing THE DEFENDER the use of obstacles, but without any limits, it could theoretically spoil all the fun.....

Thanks.......

I'd feel pretty sad for whomever employs such fun-breaking tactics. Winning at the cost of fun is for losers and small people. My 2 cents.

carl_brisgamer
05-14-2007, 03:20 PM
I'd feel pretty sad for whomever employs such fun-breaking tactics. Winning at the cost of fun is for losers and small people. My 2 cents.

As long as the situation warrants it I don't see any problem with employing a defense-in-depth with wire, tank traps, minefields and pillboxes. Kursk, Alamein, and the Siegfried Line were all historical WW2 battles where defensive works caused major headaches for the attacking forces. Of course although fortifications and traps do not count towards unit limits they still have point value, limiting the number of actual units the defender can field. And they don't count towards victory points.

To balance it out you can house rule an engineer unit for each nation, like the UK's Royal Engineers. For the Germans I often give the SA 'Demolitions' to an SS Stormtrooper creating an SS Assault Pioneer. I think you could enhance any standard infantry unit in such a way for a 3 point cost increase.

Carl.

wilson2
05-14-2007, 06:24 PM
This is a campaign that is obviously meant to be at least semi-historical. So please put a few more restrictions on the use of "liberated" material. Yes, Germany did capture a lot of Polish and French material ... but they never fielded any Char platoons with Panhard recons and MAS rifle units and Polish cavalry as support.

... it's silly.

The MAS rifles and Polish horses don't belong there at all (just like the Polish determined infantry, who are indeed banned) and the captured hardware like tanks were put into limited use and played no major role on the major fronts.

So either limit them to certain battles only (German garrisons with 2nd-rate captured equipment) or put a limit on the number we can use.


... almost forgot, ... please?


:cool:

Use tank obstacles
Complexity :D

wilson2
05-14-2007, 06:34 PM
Game Play
-Intended setup sequence for Standard Assault.

Defender makes choices
Map is rolled randomly if it was not chosen by the defender
Roll for side of Battle Map if it was not chosen by the defender
Apply any map/terrain changes
Move objective if this option was chosen
Both sides build their force



How does the defender make terrain changes when he doesnt even see the map? Is it he chooses to make terrain changes then sees map then makes the how he wants? Does defender get to choose where to place terrain after sides are rolled/picked? How come builds comes last? That doesnt align with normal rules where you roll for map after builds are made. Since you said any house rules i want can i make a house rule moving builds to begining of list.

Aaron
05-14-2007, 09:39 PM
Just off the 'back'.

Thank you for clearing that up.

boersma8
05-15-2007, 02:04 AM
As long as the situation warrants it I don't see any problem with employing a defense-in-depth with wire, tank traps, minefields and pillboxes. Kursk, Alamein, and the Siegfried Line were all historical WW2 battles where defensive works caused major headaches for the attacking forces. Of course although fortifications and traps do not count towards unit limits they still have point value, limiting the number of actual units the defender can field. And they don't count towards victory points.

Carl.

E.g. 20 barbed wire will ONLY cost you a mere 10 points (!) hardly any reason NOT to employ these tactics for the sake of not being able to count these points at the end of the game! A single destroyed (light) tank or most ohter vehicles for taht matter will already cost you more points!

I agree a balance should be found between keeping it fun, devise winning armies and strategies and history. Yes, Battles such as Kursk, El Alemein etc. do warrant the use of large quantities of obstacles and fortifications. However, not every battle does and is such (semi)-historical scenarios as we see in the online campaign, I personally don't really think there's any place for the offensive side to bring any obstacles and fortifications......

Central Command
05-15-2007, 09:25 PM
How does the defender make terrain changes when he doesn't even see the map? Is it he chooses to make terrain changes then sees map then makes the how he wants? Does defender get to choose where to place terrain after sides are rolled/picked? How come builds comes last? That doesn't align with normal rules where you roll for map after builds are made. Since you said any house rules i want can i make a house rule moving builds to begining of list.

-Terrain changing options are selected before seeing the map but applied after.
-Selecting map side is before terrain placement.
-You build at the end in the Online Campaign so players can customize their force based on the terrain they are assumed to know about ahead of time. If you wish to build blind at the beginning that is perfectly acceptable.

boersma8
05-15-2007, 11:55 PM
Having read many books on Barbarossa, I know that the KV 1 was also available to the Russians at that time. Why does it have a 1942 year of availability on its statcard? Moreover, in the flavour text there's mention of a KV 1 destroying a lot of German armor in August '41!

Of course you can always houserule that it IS available in builds, but IMO it SHOULD be because it actually was!

Anyone who can answer this for me? Central command maybe? Was it a different type of KV 1 perhaps???

Thanks!

carl_brisgamer
05-16-2007, 12:40 AM
Anyone who can answer this for me? Central command maybe? Was it a different type of KV 1 perhaps???

Thanks!

I feel your pain boersma8.

Surely it couldn't be just another historical error in a litany of such mistakes by AAM designers/developers. It should be at least 1941, and could even be stretched to 1940 if you count the early production models deployed against the Finns during the Winter War.

Perhaps the 1942 model represents the KV1C, a heavily armoured but underpowered version?

Perhaps the 1942 start year is a play balance issue?

I'd be interested in any reply you receive regarding this matter.

boersma8
05-16-2007, 12:58 AM
Just noticed sth: In the battle description ( the article in which all 5 battles of the first week of ETO are discussed) there's mention of this battle being an amphibious assault meaning the Brits can't retreat and have to fight to the last man standing. However, on the battle ticket itself it's simply a " standard assault" allowing the defender to retreat after turn 5. Which of the two is it? Of course you can get skewed results with sth like this....

Central Command
05-16-2007, 01:12 AM
Just noticed sth: In the battle description ( the article in which all 5 battles of the first week of ETO are discussed) there's mention of this battle being an amphibious assault meaning the Brits can't retreat and have to fight to the last man standing. However, on the battle ticket itself it's simply a " standard assault" allowing the defender to retreat after turn 5. Which of the two is it? Of course you can get skewed results with sth like this....

If the British lose overall they can not retreat Campaign pieces as per the standard A&A Board Game rules. But if you, the player, lose a battle while your side wins the 'war'...your retreated points contribute to the surviving Campaign pieces.

If only one person where playing the ticket to resolve the battle then you would be right, fight to the last man. This is not the case in the Online Campaign.

boersma8
05-16-2007, 01:39 AM
If the British lose overall they can not retreat Campaign pieces as per the standard A&A Board Game rules. But if you, the player, lose a battle while your side wins the 'war'...your retreated points contribute to the surviving Campaign pieces.

If only one person where playing the ticket to resolve the battle then you would be right, fight to the last man. This is not the case in the Online Campaign.

OK. Understood. They may lose in the battle I played, but the results of all the players might result in a British win. If so, the retreated pieces from my battle survive. If not ( German win) the pieces are all destroyed, correct?

Any word on the KV 1 issue or are you guys checking up on that or something???????

Bulldogwa
05-18-2007, 10:56 AM
A couple of questions:

Reinforcements - Can they only be placed on the back row of your side on turn 4? If they are subs, can they be placed anywhere on your side of the map?

Retreat - What does it mean that the Japanese can retreat at any time? Is there normally a restriction on this? A die roll like land battles? I'm assuming the following:
- Japanese can retreat on any surface movement phase from the "back" row of their side of the battle map (if they have enough movment points).
- UK is not allowed to retreat off their side of the map in this scenario. It is similar to a basic convoy scenario where they have to exit off the back of the Japanese side of the map only. They can do this as soon as they get close enough that there movement points allow for them to move off the board.
- The game length is 15 turns like the standard convoy scenario.

Any help/thoughts would be much appreciated. Thanks!

Central Command
05-18-2007, 12:32 PM
A couple of questions:

Reinforcements - Can they only be placed on the back row of your side on turn 4? If they are subs, can they be placed anywhere on your side of the map?

Retreat - What does it mean that the Japanese can retreat at any time? Is there normally a restriction on this? A die roll like land battles? I'm assuming the following:
- Japanese can retreat on any surface movement phase from the "back" row of their side of the battle map (if they have enough movment points).
- UK is not allowed to retreat off their side of the map in this scenario. It is similar to a basic convoy scenario where they have to exit off the back of the Japanese side of the map only. They can do this as soon as they get close enough that there movement points allow for them to move off the board.
- The game length is 15 turns like the standard convoy scenario.

Any help/thoughts would be much appreciated. Thanks!

-Reinforcing subs must start on the back row as well. Same with Vanguard/Gliderborne units in the land game.
-Actions vary as to when certain forces can retreat. Standard is 'at any time'.
-Retreats for units that move off the map are automatic and require no die roll.
-There is no turn length stated on the Action. Please report if you have trouble with the game stalling out.

boersma8
05-21-2007, 03:41 AM
OK, apparently this is a very tough question, because central command seems to be unable / unwilling to answer it. OK, PLEASE state which of the following is true:

1.) The year 1942 on the KV 1 statcard is wrong; it should read 1941 or even 1940

2.) This particular version of the KV 1 wasn't available until 1942. The flavour text is in fact about a different type ( would be a perfectly reasonable explanation...).

3.) Yes, they were available. However, we chose not to include them in the Russian arsenal for Barbarossa, because the tank would be nearly indistructable ( which in fact it was and sth the flavour text also seems to support....)

4.) We don't want to admit we made a mistake with the year mentioned on the statcard. However, feel free to houserule the KV 1 by making it available for 1941 battles.......

5.) Other......

Arontje
05-21-2007, 04:09 AM
OK, apparently this is a very tough question, because central command seems to be unable / unwilling to answer it. OK, PLEASE state which of the following is true:

1.) The year 1942 on the KV 1 statcard is wrong; it should read 1941 or even 1940

2.) This particular version of the KV 1 wasn't available until 1942. The flavour text is in fact about a different type ( would be a perfectly reasonable explanation...).

3.) Yes, they were available. However, we chose not to include them in the Russian arsenal for Barbarossa, because the tank would be nearly indistructable ( which in fact it was and sth the flavour text also seems to support....)

4.) We don't want to admit we made a mistake with the year mentioned on the statcard. However, feel free to houserule the KV 1 by making it available for 1941 battles.......

5.) Other......


It is 5). The stat card has year 1942. Thats how you play it if you have year limit on your games and all. With the campaign you are free to use any houserules you see fit.

Although in real life the KV-1 was used earlier doesnt mean it is like that in this game. If they make every little detail historically correct... well then you wont play this beer and pretzel game. You would play Eastfront and all those heavier wargames (dont know many except a few like Eastfront, Empire in Arms, Republic of Rome)

Feel free to use it how you choose. But if you play according to the rules set by Central Command... then you can't use the KV-1 in 1941.

Central Command
05-21-2007, 06:45 AM
5.) Other......

This is out of Central Command's area of operations. Central Command is not involved in game card design nor selecting Lend-Lease units. If you and your opponent would like to use the KV-1 a year early feel free.
Central spies in High Command have determined Lend-Lease units are mainly chosen to fill potential force building gaps (like the Russians having no MG and the complete lack of 1941 USA forces). You wont likely see any changes to make up for possible historical date inaccuracies. Playing the cards as is is always the prefered method.

Arontje
05-21-2007, 07:01 AM
This is out of Central Command's area of operations. Central Command is not involved in game card design nor selecting Lend-Lease units. If you and your opponent would like to use the KV-1 a year early feel free.
Central spies in High Command have determined Lend-Lease units are mainly chosen to fill potential force building gaps (like the Russians having no MG and the complete lack of 1941 USA forces). You wont likely see any changes to make up for possible historical date inaccuracies. Playing the cards as is is always the prefered method.

Exactly. Well not exactly how I said it but certainly how I thought about it.

Keep up the good work Central Command.

boersma8
05-21-2007, 07:07 AM
It is 5). The stat card has year 1942. Thats how you play it if you have year limit on your games and all. With the campaign you are free to use any houserules you see fit.

Although in real life the KV-1 was used earlier doesnt mean it is like that in this game. If they make every little detail historically correct... well then you wont play this beer and pretzel game. You would play Eastfront and all those heavier wargames (dont know many except a few like Eastfront, Empire in Arms, Republic of Rome)

Feel free to use it how you choose. But if you play according to the rules set by Central Command... then you can't use the KV-1 in 1941.

I don't think the year in which a unit became available is a "minor"detail". Then why not put 1940 on the Tiger or so? ==> Because it wasn't. In my personal opinion, the KV 1 should've been listed too as a 1941 ( or even a 1940 ) unit, since ( a version of) it was already used during the Russian-Finno war of 1940. Nor does it seem like too big a problem to me. That they don't bother to list the exact MONTH in which it became available i understand, but the year......well, it's no matter of life and death.....We might try it as a "houserule"......

boersma8
05-21-2007, 07:14 AM
This is out of Central Command's area of operations. Central Command is not involved in game card design nor selecting Lend-Lease units. If you and your opponent would like to use the KV-1 a year early feel free.
Central spies in High Command have determined Lend-Lease units are mainly chosen to fill potential force building gaps (like the Russians having no MG and the complete lack of 1941 USA forces). You wont likely see any changes to make up for possible historical date inaccuracies. Playing the cards as is is always the prefered method.

OK. Well thanks anyway...

My point is that WE WOULN'' T BE USING IT ONE YEAR "EARLY", the point is the year on the statcard is one year late, unless we're talking about a specific version of the KV 1, some of which indeed weren't available until 1942 or some even as late as 1943....Don't really understand the flavour text either in combination with the year of availability.....Well, might just try it once or twice....

I guess that also means Poles ( esp. determined infantrymen) fight for the Russians because the latter still lack 5/5 or 4/4 SR 2 units ( guards) and the Germans have the Panhard because the Sdkfz 222 su*** compared to it....OK, I can live with all that. Some limits would've been appreciated, but fortunately we don't have disagreements about such things as : "Is it ok that the only tanks I use in My German tank force in Barbarossa are Char B's and Sumoas?". Actually, no one even comes up with it....;)

thommieh
05-21-2007, 09:11 AM
I guess that also means Poles ( esp. determined infantrymen) fight for the Russians because the latter still lack 5/5 or 4/4 SR 2 units ( guards) and the Germans have the Panhard because the Sdkfz 222 su*** compared to it....OK, I can live with all that. Some limits would've been appreciated

You kan put any limit in the game you want yourself. If you want to play by the rules play it according to the rules, if you want to houserule some stuff you feel is incorrect, by all means do so! This campaign isn't a factual recap of everything that took place 60 years ago. Then there would be no point in playing out the battles. If we can stop the japanese from conquering half of south-west asia, then we can also deploy Char's on the east front.
Just my two eurocents

Arontje
05-22-2007, 12:33 AM
I don't think the year in which a unit became available is a "minor"detail". Then why not put 1940 on the Tiger or so? ==> Because it wasn't. In my personal opinion, the KV 1 should've been listed too as a 1941 ( or even a 1940 ) unit, since ( a version of) it was already used during the Russian-Finno war of 1940. Nor does it seem like too big a problem to me. That they don't bother to list the exact MONTH in which it became available i understand, but the year......well, it's no matter of life and death.....We might try it as a "houserule"......

OK. Well thanks anyway...

My point is that WE WOULN'' T BE USING IT ONE YEAR "EARLY", the point is the year on the statcard is one year late, unless we're talking about a specific version of the KV 1, some of which indeed weren't available until 1942 or some even as late as 1943....Don't really understand the flavour text either in combination with the year of availability.....Well, might just try it once or twice....

I guess that also means Poles ( esp. determined infantrymen) fight for the Russians because the latter still lack 5/5 or 4/4 SR 2 units ( guards) and the Germans have the Panhard because the Sdkfz 222 su*** compared to it....OK, I can live with all that. Some limits would've been appreciated, but fortunately we don't have disagreements about such things as : "Is it ok that the only tanks I use in My German tank force in Barbarossa are Char B's and Sumoas?". Actually, no one even comes up with it....;)

I understand your arguments. But as Central Command said, this it not the place to discuss the stats of units.

You could also use HHR houserules. They have adjusted every unit and many believe they have a far more realistic setting.

boersma8
05-22-2007, 01:20 AM
I understand your arguments. But as Central Command said, this it not the place to discuss the stats of units.

You could also use HHR houserules. They have adjusted every unit and many believe they have a far more realistic setting.

I understand that. As far as HHR is concerned we've more or less mutually agreed we'll be using some HHR statcards ( Katyusha is the one that comes to mind...) and some houserules ragarding spotters, planes, snipers etc. I guess what we play is actually closer to HHR than the standard rules at least as far as the units historical (jn)capabilities and uses are concerned......

TomServo
05-23-2007, 07:14 AM
Sorry in advance if this is a dumb question, but what are the deployment rules for these battle tickets? Is it standard setup (5 hexes from the map edge) for both sides per battle ticket? Or are there different setup rules depending on the type of battle (blitz, standard assault, fixed defender, etc.).

I ask because I remember in the original rule booklet there were rules for setting up an Assault Scenario (which many of these battle tickets represent), but they are not in the new rule booklet.

Sharpe
05-23-2007, 08:04 AM
If set-up is different than normal, they give details on the ticket.

SturmVogel
05-23-2007, 09:54 AM
I'd like to ask if during a Blitz scenario non-disrupted aircrafts count towards the 'sudden death' victory condition?

Also, because I'm little confused during set up in a fixed defender scenario what's the case:
1) The defender sets up in the five hex row of his side AND on the row on and past the objective?
2) In ALL the area between the defender's side and the hex row past the objective?

Thanks

Central Command
05-23-2007, 03:32 PM
I'd like to ask if during a Blitz scenario non-disrupted aircrafts count towards the 'sudden death' victory condition?

Also, because I'm little confused during set up in a fixed defender scenario what's the case:
1) The defender sets up in the five hex row of his side AND on the row on and past the objective?
2) In ALL the area between the defender's side and the hex row past the objective?

Thanks

-Aircraft are not counted for controlling the objective.
-2) The defender can set up in all of the said area.

Sorry in advance if this is a dumb question, but what are the deployment rules for these battle tickets? Is it standard setup (5 hexes from the map edge) for both sides per battle ticket? Or are there different setup rules depending on the type of battle (blitz, standard assault, fixed defender, etc.)

-Standard setup unless the ticket says otherwise. Currently only the Fixed Defender has used a different method.

shadowhooch
05-23-2007, 09:35 PM
Question:
How many players submitted AARs for the ETO Part 1?

Just trying to guage how popular this Online Campaign is if you are willing to disclose that (I don't see why not).

Thanks!

Central Command
05-24-2007, 02:39 AM
Question:
How many players submitted AARs for the ETO Part 1?

Just trying to guage how popular this Online Campaign is if you are willing to disclose that (I don't see why not).

Thanks!

Well over 200 individuals. Preliminary stats up soon so everyone can see how things are going.

Big Red 1
05-27-2007, 07:21 AM
I have two questions that I hope an official can answer.

First, which artillery and vehicles count as salvaged units? My understanding is that only those artillery and vehicles that failed their retreat rolls at the end of the game qualify as salvaged units. However, do all artillery and vehicles destroyed during the battle (regardless of which side lost them) count as salvaged units?

Second, do remaining defenses count towards the remaining troop points for the player that deployed them?

shadowhooch
05-27-2007, 11:26 AM
Are there any "official tournament sanctioned" map configurations for 200 point games?

I thought that there was but I can't seem to find the link. Thanks.

Vinius
05-29-2007, 06:31 AM
I've been playing under the assumption that the six 'basic' map setups are the ones to be using for the online campaign.

boersma8
05-29-2007, 06:54 AM
I've been playing under the assumption that the six 'basic' map setups are the ones to be using for the online campaign.

Well yes and no...

As far as I know all the maps from the "second starter" are useable too ( the ones with the lakes and hedgerows) and basically any map you and your opponent agree on is....

Richter von Manthofen
05-29-2007, 07:12 AM
Virtually all houserules are acceptable if your opponent agrees...

Central Command
05-29-2007, 08:25 PM
First, which artillery and vehicles count as salvaged units? My understanding is that only those artillery and vehicles that failed their retreat rolls at the end of the game qualify as salvaged units. However, do all artillery and vehicles destroyed during the battle (regardless of which side lost them) count as salvaged units?

Second, do remaining defenses count towards the remaining troop points for the player that deployed them?

-All Vehicles and Artillery that are not being counted as surviving points by the defeated player can be counted as salvage by the winning player.
-Cards with key word 'Obstacle' are not counted as surviving points by either player at the end of the game. It is assumed that the manpower spent to create such things are lost and can not be easily retrieved (who wants to dig their mines back up?).

Are there any "official tournament sanctioned" map configurations for 200 point games?

Here is one possible method.
1-200 points:Use one map config.
201-400 points:Use one map config with 2 randomly selected maps attached to the side.
401+ points:Use 2 map config side by side with both objectives. When checking for victory the player controlling more objectives wins (if one player controlled one objective and contested the other at turn 7 he would win).

CC

TomServo
05-29-2007, 08:31 PM
What about the Six map configurations such as Hedgerow Hell, Le Mans, etc for 200+ point games? Are those legal and if so, how is victory established since there are 3 objective hexes?

Central Command
05-30-2007, 08:15 AM
What about the Six map configurations such as Hedgerow Hell, Le Mans, etc for 200+ point games? Are those legal and if so, how is victory established since there are 3 objective hexes?

If you are referring to these,

http://www.wizards.com/default.asp?x=ah/aam/ah20060111c

They look very interesting for larger games, perhaps 400+. How you would throw them into a random selection of maps is up to you (unless of course the defender chooses map and your play group is allowing them).

For the Online Campaign, when checking for victory by objective control, the player with the most controlled objectives wins. For example if you could control one and contest the other two, you win.

CC

Latro
05-30-2007, 01:09 PM
I am considering adding a Lend-Lease Sherman to my UK Desert Force, but I'm not sure about the year restriction on it:

- is it 1942 because the card says so?

- is it 1941 because it's available to the USA in 1941 for this campaign?


:cool:

Central Command
05-30-2007, 01:27 PM
I am considering adding a Lend-Lease Sherman to my UK Desert Force, but I'm not sure about the year restriction on it:

- is it 1942 because the card says so?

- is it 1941 because it's available to the USA in 1941 for this campaign?


:cool:

1942. All Lend Lease is meant to be available on the year printed on the card, merely for a different country. The only current exception to the is the USS Barb that can be used by UK until 1943, which means you can use it any year before that, breaking the year on the card.

CC

KampfgruppeMarkus
05-30-2007, 06:54 PM
Are the platoons from the Expert Rules OK for this? If so, how do you calculate the points remaining for victor and defeated? Just tally as they are even though the units were slightly cheaper in the platoons?

C.

Central Command
05-30-2007, 07:41 PM
Are the platoons from the Expert Rules OK for this? If so, how do you calculate the points remaining for victor and defeated? Just tally as they are even though the units were slightly cheaper in the platoons?

Add your points as normal at the end of the game and then subtract your platoon savings (you'll have to figure out what that was). Treat a result less than zero as zero.

wilson2
05-31-2007, 09:51 AM
If you lose a hero before round 4 can you get him back on round 4 reinforcements?
Also since there is a limit of 1 support per army can you rebuild killed support for reinforcements?

Colonel_Coo
05-31-2007, 11:58 AM
When playing a nationality and the lend-lease available units:
Does Other nations count against the WILD CARD value or against the unit type?

Also, Do AMMO DUMPS/FUEL DUMPS/HQ count as WILD CARD or as UNIT TYPE SOLDIERS? (I think WILD CARD would be the best to get more historical results. China was not a nation known for its vast supply of ammo and munitions)

wilson2
05-31-2007, 06:34 PM
When playing a nationality and the lend-lease available units:
Does Other nations count against the WILD CARD value or against the unit type?

Also, Do AMMO DUMPS/FUEL DUMPS/HQ count as WILD CARD or as UNIT TYPE SOLDIERS? (I think WILD CARD would be the best to get more historical results. China was not a nation known for its vast supply of ammo and munitions)

Lend Lease nations for building purposes are treated as that nation. i.e. russia can build KMt mg it costs 6 soldier. With nationality command requirements you can build it as either nation (for example youre playing UK and have required 20 US. you can build a stuart for either depending if you want more US or More UK)

Support units are soldiers (soldier-support) Obstacles also count towards soldier.

wilson2
06-02-2007, 04:33 PM
can russia get 6lber in 1941 since it says untill 1943 or do you have to wait till the brittish get it (1942)

carl_brisgamer
06-03-2007, 04:35 AM
can russia get 6lber in 1941 since it says untill 1943 or do you have to wait till the brittish get it (1942)

This one was answered somewhere during the ETO1 battles. The USSR cannot get the 6 pounder until 1942, because that is when it becomes available in-game.

From the examples seen so far unless expressly stated (like 1942 US units available in PTO late 1941) start years are as read on the cards whether they are being fielded by their own or an Allied nation.

Central Command
06-03-2007, 12:07 PM
If you lose a hero before round 4 can you get him back on round 4 reinforcements?
Also since there is a limit of 1 support per army can you rebuild killed support for reinforcements?

Dead units are/were still part of your force and still use up any limit of restricted units.

When playing a nationality and the lend-lease available units:
Does Other nations count against the WILD CARD value or against the unit type?

Also, Do AMMO DUMPS/FUEL DUMPS/HQ count as WILD CARD or as UNIT TYPE SOLDIERS? (I think WILD CARD would be the best to get more historical results. China was not a nation known for its vast supply of ammo and munitions)

Lend-lease and nationality requirements still use the appropriate point type and not just wild points.

can russia get 6lber in 1941 since it says untill 1943 or do you have to wait till the brittish get it (1942)

Good eye. The six pounder not meant to be used until 1942. Where as the US Barb was filler for a country that did not have a sub in the early years. The new tickets should reflect this.

CC

finius_lyn
06-06-2007, 01:30 PM
I was wondering how many points are each A+A piece are worth on the campaign map (Europe and pacific)?

For example:
3 a+a inf
1 a+a plane
1 a+a tank

How do you determine the point values of the tickets?

I don't know if this is exactly what you are asking, but the formula uses a little bit of math and depends on whether you are attacking or defending and is based on the defenders units normalized to a 100 (or more) point army.

use the attack/defense value of each unit. In your case, if you were defending with your force, you would get:

3 Inf = 2 x 3 = 6
1 plane = 1 x 4 = 4
1 tank = 1 x 3 = 3
total = 13

now, normalized this to 100 points --> 100/13 = 7.69 points per def point (we will call this the normalized points multiple, or NPM).

in the strategic map, you multiply the total defense/attack points for each unit type by this value to determine army points that are available:
Soldiers (you had 3 inf) = 6 x 7.69 = 46 points
Vehicles (you had 1 tank) = 3 x 7.69 = 23 points
Wild (you had one fighter) = 4 x 7.69 = 31 points

Total army points = 100 points

For the attacker, you do the same thing, with one *MAJOR* difference: The attacker uses the defenders NPM (7.69 in this case) no matter how many or how few units the attacker is bringing to the table.

Ex: attacker brings in 2 tanks, 1 infantry and 1 artillery.
(now we use attack values of each unit)
1 inf = 1 x 1 = 1
1 inf + 1 art = 2 x 2 = 4 (remember that artillery gives infantry a bonus)
2 tanks = 2 x 3 = 6
total = 11

for the battle map:

Soldiers (1 infantry + 1 supported infantry) = 3 x 7.69 = 23 points
Vehicles (2 tanks) = 6 x 7.69 = 46 points
Wild (1 artillery) = 2 x 7.69 = 15 points

Total army points = 84 points

This is going to be a tough fight for the attacker.

boersma8
06-06-2007, 11:57 PM
I was wondering how it's possible the Russians have so many units left on the board. It looks like they could easily wipe out the Germans in a strike on Belorussia from three directions, while they suffered one major defeat after another. Did they in fact get those extra Siberian troops they got in real life?

Is there any way we can find out which units central command purchased for each country in the purchase units phase?????

wilson2
06-07-2007, 12:18 PM
In the After action Reports is it necessary to report the victor’s killed salvageable units? (I think not but I’ve been doing it anyway to be safe)

Vinius
06-07-2007, 01:38 PM
Reporting the salvagable units is an extra. Not required, by my understanding.

wilson2
06-07-2007, 03:07 PM
i mean if reporting them do you need to report victors units killed since he won so the enemy cant take them

boersma8
06-07-2007, 10:15 PM
I was wondering how it's possible the Russians have so many units left on the board. It looks like they could easily wipe out the Germans in a strike on Belorussia from three directions, while they suffered one major defeat after another. Did they in fact get those extra Siberian troops they got in real life?

Is there any way we can find out which units central command purchased for each country in the purchase units phase?????

BTW, This is a question to Central Command ;)

Central Command
06-08-2007, 12:23 AM
In the After action Reports is it necessary to report the victor’s killed salvageable units? (I think not but I’ve been doing it anyway to be safe)

No. The victor's units will never be salvaged by the losing player despite the fact that the losing players side might win overall.

BTW, This is a question to Central Command ;)

Central Command does have spy's in place at High Command. We shall see...

Current intelligence does suggest that Russia is doing what it typically does...producing almost all infantry. Another factor in Russia's high infantry count is that attacking infantry are cheap to 'buy back' due to the fact they are only worth one point on the attack. If Germany was attacked and had 3 points remaining, they could choose the keep one tank. If Russia attacked with all infantry and had 3 points remaining, they could keep 3 infantry.

CC

wilson2
06-08-2007, 12:19 PM
Question: Can you place MINEFIELDS normaly if you get them as reinforcements? they arent fortifications.

Central Command
06-09-2007, 12:07 PM
Question: Can you place MINEFIELDS normaly if you get them as reinforcements? they aren't fortifications.

In the 'How to read a Battle Ticket' article only 3 things are referred to when holding reinforcements off board (heroes,aircraft,parachutists). No Minefields.

CC

wilson2
06-12-2007, 09:43 AM
Dear CC,
Ive been wanting to do one of these things on my own once this is over so I got a few questions:
1. How do you decide what type of battle ticket to do?
2. How do you decide which units are salvaged? (do you just pick one report and choose all the killed units as salvageable for the next battle in that territory)
3. How do you decide the point value for each ticket
4. What are the rules for special moves (blitz moves, not moving when surrounding etc.)
5. How do you keep these tickets relatively equal? When I play I make sure I win all the battles I go into or at least make sure I SHOULD. I guess you just try to make close battles.
6. How does the simultaneous moves thing work? Does this mean multinational attacks are legal. (the answer to this may clear up #5)
7. What bonus is there to winning if the opponent retreats troops?

Thanks in advance
Wilson2

Drax Kramer
06-14-2007, 05:04 AM
Does Central Command plan to issue all of the rules they introduced for strategic map in one place?

From the top of my head, until now we saw, blitzkrieg rule that allows tanks to drive through enemy occupied territory, special rule that prevents Soviets from moving and attacking during the first turn, US neutrality rule that keeps it outside the ETO for first two turns, supply rule that prevents move and attack of units that are cut of from something (capital or industrial complex, I don't know)...

So, it would be nice from Avalon Hill to organise all of these rules as some sort of set of optional rules for A&A:E and A&A:P as well as linking module for these two games.


Drax

Central Command
06-17-2007, 03:07 AM
Does Central Command plan to issue all of the rules they introduced for strategic map in one place?

These campaign rules are not available at this time.

Dear CC,
Ive been wanting to do one of these things on my own once this is over so I got a few questions:
1. How do you decide what type of battle ticket to do?
2. How do you decide which units are salvaged? (do you just pick one report and choose all the killed units as salvageable for the next battle in that territory)
3. How do you decide the point value for each ticket
4. What are the rules for special moves (blitz moves, not moving when surrounding etc.)
5. How do you keep these tickets relatively equal? When I play I make sure I win all the battles I go into or at least make sure I SHOULD. I guess you just try to make close battles.
6. How does the simultaneous moves thing work? Does this mean multinational attacks are legal. (the answer to this may clear up #5)
7. What bonus is there to winning if the opponent retreats troops?

Thanks in advance
Wilson2

1. The 5 most evenly matched battles that are in important locations.
2. If enough of a certain type of unit is reported it can be selected as salvage on a later ticket.
3. One of High Commands articles described this formula based on the pieces. The overall total points is based on the IPC value of the territory and sometimes the year to reflect an escalating war.
4. CC does not have a list of all the special rules on file.
5. Some uneven battles happen, they just aren't made into tickets. The nature of the simultaneous turns and reactionary moves also helps lead to even battles.
6. That side holds the territory and gains the IPC value and position on the board.

CC

wilson2
06-17-2007, 03:34 PM
sorry to bug but what i meant by #1 was how you know whether to do blitz standard fixed defender or breakout (wondering when you will have one of those) i think you answer 7 in your 6 and skipped 6 about simultaneous moves or is that too complicated to explain :D

Central Command
06-18-2007, 12:43 AM
sorry to bug but what i meant by #1 was how you know whether to do blitz standard fixed defender or breakout (wondering when you will have one of those) i think you answer 7 in your 6 and skipped 6 about simultaneous moves or is that too complicated to explain :D

1. Fixed Defender tickets are for 1.5 to 1 ratio battles and Blitz tickets are for 2 to 1 battles. Both are more lopsided than a Standard battle and are chosen last. While many you are up to the challenge its best to offer more balanced tickets when possible. With no time constrains every battle below 3 to 1 odds could be played out under this system.

The real 6. Not overly complex but too wordy to present here. Multinational battles are possible under certain circumstances.

wilson2
06-18-2007, 09:09 AM
well when you get around to it (or when campaign is finished) it would be nice to have a complete set of rules so we can do our own campaign.
TY

finius_lyn
06-18-2007, 11:11 AM
well when you get around to it (or when campaign is finished) it would be nice to have a complete set of rules so we can do our own campaign.
TY

So we have been able to derive many of the rules that you are using in the campaign game from observing the movement and tickets in your reports. This includes point values for tickets, tactical points for units, retreating, what kinds of battle tickets to set up between forces, and others...
Our main question for Central Command is this: How exactly do you handle simultaneous movement? We have tried several ways of doing this and have been met with very little balance in game play. We would like to think that you have worked this out to a certain degree of balanced elegance in how it works, so can you please let those of us who wish to play out a simultaneous turn game know how you do it in yours?

Thanks a million in advance!
Finius

warspite
06-18-2007, 12:32 PM
It would be nice if this is a playtest run of a prototype, and lessons learned from this will be used to create a better set of more historical campaigns, including more advanced ideas as weather, non-European terrain, off-board artillery/naval bombardment, better tactical air (esp. for the Japanese), more rigid regional unit limits as well as yearly restrictions (no Shermans in Philippines), new maps (jungle, desert, larger urban) and larger map layouts, esp. for 200+ point battles. Or, as has been requested, an official variant for A&A:E/P.

Yes, I know we can do any of this we choose to house-rule, but that's not the point.

Hmm. Since this is the Q&A thread, I guess I should have phrased this in the form of a question. So, change "It would be nice..." to "Wouldn't it be nice....?" :D

boersma8
06-18-2007, 01:04 PM
It would be nice if this is a playtest run of a prototype, and lessons learned from this will be used to create a better set of more historical campaigns, including more advanced ideas as weather, non-European terrain, off-board artillery/naval bombardment, better tactical air (esp. for the Japanese), more rigid regional unit limits as well as yearly restrictions (no Shermans in Philippines), new maps (jungle, desert, larger urban) and larger map layouts, esp. for 200+ point battles. Or, as has been requested, an official variant for A&A:E/P.

Yes, I know we can do any of this we choose to house-rule, but that's not the point.

Hmm. Since this is the Q&A thread, I guess I should have phrased this in the form of a question. So, change "It would be nice..." to "Wouldn't it be nice....?" :D

I agree completely! Not having introduced the things you mention here has been a missed opportunity! I'm curremtly working on some houserules for A&A Europe because I've been getting a bit bored with the all tanks and infantry builds of Germany and the Allies only building destroyers and transports. Been thinking about e.g.:

1.) Tanks pairing up with ( fighter) aircraft like artillery does with infantry, making matching tanks attack on a 4

2.) Allowing tanks and fighters to blitz ( attack another territory)

3.) Stationing defending fighers in an area against a strategic bombardment, i.e. German planes that just attackled on the Eastern front cannot defend against a Btish SB run even if they flew back to Germany. You'd have to leave them there in Germany ( placethem upside down, to refelect stationed status)

4.) Fighters attack on a 4 when there are no enemy fighters present in the area. This also applies against enemy naval vessels! ( m,aybe aircraft cariers will finally get the attention and importance they deserve in the WW 2 era!).

Still have to test these things out, but I'm hoping it'll work out!

greo
06-20-2007, 06:21 AM
I don't know if this has been answered but minefield and pillbox points are counted in the end?

Central Command
06-20-2007, 11:16 PM
I don't know if this has been answered but minefield and pillbox points are counted in the end?

Neither side counts obstacle points at the end of the game. Points used to buy obstacles are lost, win or lose.

CC

Little Red Riding Hood
06-21-2007, 01:06 AM
When will the new battle tickets be online?

wilson2
06-21-2007, 05:17 AM
When will the new battle tickets be online?

my thoughts exactly

greo
06-25-2007, 06:44 AM
A strategic question:

How did the allied navy manage to make the landing of the troops in Sumatra and New Guinea, after they have lost the naval battles?

Central Command
06-26-2007, 11:09 PM
A strategic question:

How did the allied navy manage to make the landing of the troops in Sumatra and New Guinea, after they have lost the naval battles?

The Campaign is played with simultaneous turns. Each country gets one turn in a random order before any country gets a second turn. If a country makes an amphibious landing with no defending naval presence that landing is considered immediately successful.
A later naval attack can stop bombardment and cut off supplies to the forces on land in some cases.
The first few moves each country makes are very important because the strategic commanders must decide where the highest priority hot spots are.

greo
06-27-2007, 05:14 AM
OK Thanks!
Each turn every country gets is about one unit on the board or one sector?

Little Red Riding Hood
06-27-2007, 01:17 PM
Will be there any new battle tickets this week? And if yes, when?

capttom
06-27-2007, 08:17 PM
Where can I find it? How does it affect the maps or any thing else?:confused:

wilson2
06-29-2007, 10:34 AM
So we have been able to derive many of the rules that you are using in the campaign game from observing the movement and tickets in your reports. This includes point values for tickets, tactical points for units, retreating, what kinds of battle tickets to set up between forces, and others...
Our main question for Central Command is this: How exactly do you handle simultaneous movement? We have tried several ways of doing this and have been met with very little balance in game play. We would like to think that you have worked this out to a certain degree of balanced elegance in how it works, so can you please let those of us who wish to play out a simultaneous turn game know how you do it in yours?

Thanks a million in advance!
Finius

I think you got your answer
The Campaign is played with simultaneous turns. Each country gets one turn in a random order before any country gets a second turn. If a country makes an amphibious landing with no defending naval presence that landing is considered immediately successful.
A later naval attack can stop bombardment and cut off supplies to the forces on land in some cases.
The first few moves each country makes are very important because the strategic commanders must decide where the highest priority hot spots are.

shadowhooch
06-29-2007, 11:14 AM
Campaign Boardgame Rules:

1) Can you repost the formula on how you get the soldier, vehicle, and wild points? I remember reading it but can't find it now.

2) If I understand your simultaneous move rule correctly, each country rolls a dice to determine the order. Then each country can do one of the following: Combat Moves, Non-Combat moves, or Reinforcement.
Questions:
a) Do you do ALL your combat moves together? Or do you have to pick one specific attack?
b) How many iterations of this process (how many rolls) do you go through before you declare it "end of turn" and place the units you built? Just once? 3 times? or unlimited?

Thanks for the info! Love the cool rules.

JUNO44
07-01-2007, 10:15 PM
Solo campaign ideas

--------------------------------------------------------------------------------

Have been playing the naval battles in campaign so far , mostly solo and have come up with an idea for the difficult 'what will the fleet I build ' fight against this time? I thought I could be fair and not pick a fleet tailor made to beat my'oppos' fleet. What I do now is choose 2 or 3 or however many different oppo., fleet builds and then build the one I hope will win. Roll a die to get the one you will meet and away you go. Adds a little spice to a solo game. Now if I could just find the time to try each build for each battle?,,,,

JUNO44
07-01-2007, 10:17 PM
#29, 'big' questions

--------------------------------------------------------------------------------

A huge naval engagement, double maps. The defenders choices and how are they affected by the double map. almost all of the choices raise questions in this case. Also this is an approx., 400 pointer, therefore, 11 land based, 30 units I believe ?
And then the huge decisions to be made on force selection,,,,,. I hope to actually get answers here.

OIFvet
07-01-2007, 10:32 PM
#29, 'big' questions

--------------------------------------------------------------------------------

A huge naval engagement, double maps. The defenders choices and how are they affected by the double map. almost all of the choices raise questions in this case. Also this is an approx., 400 pointer, therefore, 11 land based, 30 units I believe ?
And then the huge decisions to be made on force selection,,,,,. I hope to actually get answers here.

The campaign does not restrict how many units you can field as long as you meet the minimum number of unit types as listed in the fleet action ticket. If you wanted to you could field what was required of the IJN and possibly 40 subchasers if points allowed :)

I hope that was some help to you

wilson2
07-02-2007, 09:13 AM
on 27 i think there is a red x near the defender choices this is an accident right?

Central Command
07-03-2007, 07:06 AM
Campaign Boardgame Rules:

1) Can you repost the formula on how you get the soldier, vehicle, and wild points? I remember reading it but can't find it now.

2) If I understand your simultaneous move rule correctly, each country rolls a dice to determine the order. Then each country can do one of the following: Combat Moves, Non-Combat moves, or Reinforcement.
Questions:
a) Do you do ALL your combat moves together? Or do you have to pick one specific attack?
b) How many iterations of this process (how many rolls) do you go through before you declare it "end of turn" and place the units you built? Just once? 3 times? or unlimited?

Thanks for the info! Love the cool rules.

1) Add up the value of each army. Do this by adding all the numbers needed to hit (so a Bomber is 4 on attack and 1 on defense) in the A&A board game. Divide 100 (or more for bigger battles) by the smaller army total and round. This is the 'multiplier' for the battle.
Multiple the multiplier by each unit type to get the total points required for your force build.

2a) One combat move at a time. 'One move/attack' is determined by the destination. One move can come from any number of spots as long as they all move to the same location (some exceptions).
2b) Unlimited rounds until all countries have passed. Once a country has passed it may on react to attacks.

CC

JUNO44
07-04-2007, 08:37 AM
The campaign does not restrict how many units you can field as long as you meet the minimum number of unit types as listed in the fleet action ticket. If you wanted to you could field what was required of the IJN and possibly 40 subchasers if points allowed :)

I hope that was some help to you

How are map choices and move one objective made by defender with 2 maps used? Can they move 2 objectives in a 6 obj., game?

carl_brisgamer
07-05-2007, 09:20 PM
Given the Allies are landing in France which the Germans have occupied for 2 years why is the battle not being treated as a fixed defender scenario?

warspite
07-06-2007, 02:50 AM
Given the Allies are landing in France which the Germans have occupied for 2 years why is the battle not being treated as a fixed defender scenario?

Two years isn't really long enough to establish oneself. Remember, the Atlantic Wall defenses were only really just starting at that time, once the Germans realized that Russia wasn't dead yet, and the U.S. had just entered the war. Even in 1944, the Atlantic Wall was only partially complete, which led to its failure. Plus, as was mentioned in the summary, the Germans had pulled many of their forces out to attack Russia, and hadn't yet replaced them. The defenses are probably still mobile, as von Rundtstedt wanted, as opposed to Rommel, who wanted to battle at the beaches. The Allies will probably get ashore easily, as in the Pacific, but be facing selected counterattacks.

Central Command
07-06-2007, 03:19 AM
How are map choices and move one objective made by defender with 2 maps used? Can they move 2 objectives in a 6 obj., game?

Doubling the effects of defender choices would be a reasonable way to do it.

Given the Allies are landing in France which the Germans have occupied for 2 years why is the battle not being treated as a fixed defender scenario?

Fixed Defender and Blitz tickets are strictly selected by the ratio of the two opposing forces. They were created to make unbalanced battles somewhat more playable and fun.
As much as a lot more realism in the campaign would be great, the current system is a collection friendly, simplified way to play out the A&A board games with collectible A&A miniature battles.

CC

OIFvet
07-06-2007, 11:48 AM
CC,

We are roughly at the halfway point in the campaign. Will see any of those break out type missions before it is over? Could you post the rules for it on here if possible?

Much thanks!!

wilson2
07-09-2007, 02:08 PM
I understand that blitz is for 2:1 and fixed defender is for 1.5:1 but how you you relocate the point levels. the japanese blitz of philipines is not 8:3 what hapened
and how come the first ticket is fixed defender the ratio is only 1.3:1

wilson2
07-09-2007, 06:54 PM
in No. 31 it says 36 wild for UK can you build more than 36 points of UK?

Central Command
07-10-2007, 09:18 AM
CC,

We are roughly at the halfway point in the campaign. Will see any of those break out type missions before it is over? Could you post the rules for it on here if possible?

Much thanks!!

A 1.5 to 1 ratio ticket is a Fixed Defender when it favors the attacker and Break Out when if favors the defender.
Break Outs usually happen when the attacker is trying to pin units, draw off key enemy reinforcements, or just plain miscalculates. They are uncommon.


I understand that blitz is for 2:1 and fixed defender is for 1.5:1 but how you you relocate the point levels. the japanese blitz of philipines is not 8:3 what hapened
and how come the first ticket is fixed defender the ratio is only 1.3:1

Victory point cities act slightly different after the first turn and must be fought street to street in a point matched game (same points on both sides). The attacker usually has many more units in reserve and will eventually wear down a defender. They can also draw from any troop type present and tend to get more wild points as a result.
Ratios are rounded to the nearest ticket type. So a Fixed Defender are actually ratios 1.26 to 1.75


in No. 31 it says 36 wild for UK can you build more than 36 points of UK?

36 of the 117 wild point for the US must be UK units. No more than 36 UK can be purchased.

wilson2
07-13-2007, 03:27 PM
Can loser only retrieve units if its a VC for example if UK retrieves units in denmark but loses does he get anything?

Central Command
07-15-2007, 02:50 AM
Can loser only retrieve units if its a VC for example if UK retrieves units in denmark but loses does he get anything?

Not exactly sure what your question is. But if a losing side would have units left and has no where to retreat, all units are destroyed.
If the UK loses in Denmark all will be lost.

carl_brisgamer
07-18-2007, 01:36 PM
Could Central Command inform its troops when the next set of orders for the PTO4 battles will be issued?

wilson2
07-19-2007, 11:44 AM
CC,
According to the text that comes with battle tickets it tells Japan that it can use bocage. I though only starter set maps were allowed. Besides for banzai attacks bocage would greatly hinder japan as movement rolls would be required.

Central Command
07-20-2007, 11:44 AM
CC,
According to the text that comes with battle tickets it tells Japan that it can use bocage. I though only starter set maps were allowed. Besides for banzai attacks bocage would greatly hinder japan as movement rolls would be required.

From the top of this thread
-Able through Dog maps are allowed. It is suggested you place any lakes to the edge of the battle map. Remember that you and your opponent can agree to add any additional maps and configurations into the mix.

True that the Bocage would make Banzai charging difficult, but breaking LoS would assist the Japanese to get into its 8 dice infantry range.

razanon
07-21-2007, 05:37 AM
hi friends, my name is ramon, im a spanish boy living in mallorca island (baleares) and i like sooo much WWII. have some problems to get started...

can anyone explain me how i can start an online campaign, where can i get a tutorial instructions or links to download maps? i just read that article and id like to participate, i also read that the campaigns has started, but its any posibility to start one now? if i can where i download all the stuff? how can i play? via email? please help me to understand this. thx a lot friends!
ah I forgot!!! only i have Dday and axis and allies pacific... dont have miniatures. really i dunno how can play this campaign need some info thx!

OIFvet
07-21-2007, 12:46 PM
hi friends, my name is ramon, im a spanish boy living in mallorca island (baleares) and i like sooo much WWII. have some problems to get started...

can anyone explain me how i can start an online campaign, where can i get a tutorial instructions or links to download maps? i just read that article and id like to participate, i also read that the campaigns has started, but its any posibility to start one now? if i can where i download all the stuff? how can i play? via email? please help me to understand this. thx a lot friends!
ah I forgot!!! only i have Dday and axis and allies pacific... dont have miniatures. really i dunno how can play this campaign need some info thx!

First off, you will need the miniatures. Second, you can go to AH homepage and click on "PTO4", there will be a list on that page of all the battles. If you have any other questions, feel free to ask.

GAME ON!

wilson2
07-30-2007, 10:27 AM
From the top of this thread
-Able through Dog maps are allowed. It is suggested you place any lakes to the edge of the battle map. Remember that you and your opponent can agree to add any additional maps and configurations into the mix.

True that the Bocage would make Banzai charging difficult, but breaking LoS would assist the Japanese to get into its 8 dice infantry range.

Does that include only Able, Baker, Charlie, Dog, or does it mean all the alphabetical things from Able-Dog (Able, Baker, Beachead, Bocage, Charlie, Dog)

Central Command
07-30-2007, 06:46 PM
Does that include only Able, Baker, Charlie, Dog, or does it mean all the alphabetical things from Able-Dog (Able, Baker, Beachead, Bocage, Charlie, Dog)

It was referring to the former. It would hard to tell what maps might be made in the future that fall alphabetically between A and D.

wilson2
08-03-2007, 12:48 PM
Thats would exclude bocage then so the field report is wrong

OIFvet
08-08-2007, 02:25 PM
CC,

How many points is battle No. 48? Please let us know.

-OIFvet

Slaynar
08-09-2007, 07:20 AM
Razanon
Yes you need to have the Axis & Allies miniature game, it is sold at gaming stores or on line shops.. also Ebay has a lot of them... you could invest in the War at Sea also, but at this point not too many Fleet actions going on..


You then just need to got to the www.wizards.com site and look for the Axis & Allies links... they will give you weekly (almost) updated battles to play out and explain how to turn in your results so your battle can be counted in the over all progress of the campaign.

Hope this helps.

Robert

Central Command
08-09-2007, 02:04 PM
CC,

How many points is battle No. 48? Please let us know.

-OIFvet

It should be 100 on 100.

carl_brisgamer
08-09-2007, 02:40 PM
To Central Command,

I believe there has been a snafu in the Cartography Department, as the ETO5 End map posted with the PTO5 article is actually the ETO4 End map.

Request this error be rectified. And tell those map guys they are going to have to stop having beers at lunch time.

Carl_Brisgamer

Central Command
08-10-2007, 02:12 AM
To Central Command,

I believe there has been a snafu in the Cartography Department, as the ETO5 End map posted with the PTO5 article is actually the ETO4 End map.

Request this error be rectified. And tell those map guys they are going to have to stop having beers at lunch time.

Carl_Brisgamer

Looks like the link is fixed now.

Ninja3030
08-13-2007, 07:03 PM
Dear Central Command,

Are lend lease vehicles considered units from the country they were lent from or are they considered to be native units of the country you are playing? For example,

You are the British and decide to buy a Sherman and an American mortar (the one with the improved indirect fire). Is the mortar considered to be an American unit just chipping in for the Brits or is it a British unit using American equiptment? Is the Sherman an American tank driven by an American team (we'll call them Team America) or is it simply an American designed tank that the British bought and are using in their army? If the Sherman is considered a British unit, can it spot for the American mortar (manned by the Brits)?

Central Command
08-20-2007, 04:43 PM
Dear Central Command,

Are lend lease vehicles considered units from the country they were lent from or are they considered to be native units of the country you are playing? For example,

You are the British and decide to buy a Sherman and an American mortar (the one with the improved indirect fire). Is the mortar considered to be an American unit just chipping in for the Brits or is it a British unit using American equiptment? Is the Sherman an American tank driven by an American team (we'll call them Team America) or is it simply an American designed tank that the British bought and are using in their army? If the Sherman is considered a British unit, can it spot for the American mortar (manned by the Brits)?

As stated previous, the default setting is to play all cards as is. Its the easiest way to keep things straight on the battle field. So if Brits buy a Sherman and a American mortar the Sherman can spot for the mortar.
If your group wants to play the other way you may.

Capt. Hellcat
08-29-2007, 10:12 PM
I am wondering how the troop composition is determined for the Battle Tickets. In battle #52 in Vichy France, the German troops are coming from Italy, but there is no requirement for any Italian troops in the build. Battle #55 in Stalingrad has requirements for Italians & Hungarians/Romanians. Why is this?

Another thing I'm wondering is the calc. of army strengths. Using the formula described at the start of the campaign, I didn't get even strength armies for the 2 Russian cities, it seemed they should be outnumbered. Also, it looks like the British bomber defending in France was counted as either a fighter or as an attacking bomber. I'm just wondering if there are other factors behind the scenes that are contributing to all this.

Central Command
08-29-2007, 10:58 PM
I am wondering how the troop composition is determined for the Battle Tickets. In battle #52 in Vichy France, the German troops are coming from Italy, but there is no requirement for any Italian troops in the build. Battle #55 in Stalingrad has requirements for Italians & Hungarians/Romanians. Why is this?

Another thing I'm wondering is the calc. of army strengths. Using the formula described at the start of the campaign, I didn't get even strength armies for the 2 Russian cities, it seemed they should be outnumbered. Also, it looks like the British bomber defending in France was counted as either a fighter or as an attacking bomber. I'm just wondering if there are other factors behind the scenes that are contributing to all this.

There are general guidelines for troop composition based on which front the battle is taking place. There are no Italian requirements for the Germans on the western front.

Sieges of victory point cities work differently than normal engagements. The initial attack is played normally and the attacker has the chance to crush all opposition in one fell swoop. But if there are any survivors to this first attack these survivors retreat into the city and a grueling street by street battle continues. At this point no matter how much the attacking force has the battle is 'point matched', meaning both sides get the same points. Think of urban fighting as a dangerous bottleneck.
The defender gets limited production in the city and the attacker has plenty of reinforcements.
If the defender can somehow surpass the attacker in points the siege is broken and a normal battle once again takes place as happened in Paris this turn.

Richter von Manthofen
09-04-2007, 12:25 AM
Stated on page one: ... No unit limit ... Assuming I play it by the Advanced rules + errata then the hero is limited to one per build (up to 500), does the no unit limit stated in the first post allow you to use multiple heros???

Central Command
09-05-2007, 01:16 AM
Stated on page one: ... No unit limit ... Assuming I play it by the Advanced rules + errata then the hero is limited to one per build (up to 500), does the no unit limit stated in the first post allow you to use multiple heros???

The reference to 'no unit limit' was meant to be directed at the 15 max unit limit. It is highly suggested you stick with the hero limit. If youd like a bit more hero action go with one per full 100 points at the most. Even still, very few tickets offered so far would allow for more than one hero.

(I see by the the other threads that some field commanders have been playing with unlimited heroes all along. Feel free to keep playing that way if it hasnt been a problem for your group. The new Lethal Defensive Fire rule in the Expanded Rules does temper Heroes somewhat)

carl_brisgamer
09-13-2007, 12:10 AM
To Central Command

Be advised the link to the ETO7 battle tickets is not functioning at this time.

http://www.wizards.com/avalonhill/rules/ETO7.zip

Cheers,

Carl_Brisgamer

SturmVogel
09-13-2007, 12:11 PM
I have a quastion about formations. Some of them use both Soldiers and Vehicles (Japanese Recon Detachment, for example). From what pool of points (Vehicle, Soldier, Wild) can I buy these formations?

Central Command
09-15-2007, 05:28 AM
I have a quastion about formations. Some of them use both Soldiers and Vehicles (Japanese Recon Detachment, for example). From what pool of points (Vehicle, Soldier, Wild) can I buy these formations?

If you want to use a formation that contains both Soldier and Vehicle units use wild points.

Slaynar
09-18-2007, 09:51 AM
CC,
Another observation I have noticed, is that the allies are not buying any vehicles!! I think it is a Joke that they do not buy them.. because they know that in the ticket builds there will be wild points and the players will get to buy them anyway!!! Our Poor mislead Axis General IS buying tanks, which cost more and IMO is waisting money because his opponents are not playing by the same standards. The game in this way is Sorely mismanaged and I belive the designers need to inact another "guidline". You may not have any vehicles IF you donot purchase them in the "board" game step and actually move it into combat. Further, I belive that in the "board" game steps, you MUST purchase with you IPCs the unit types that you intend on being used in the "Strategy" phase of the game.

INF = 3 points in Board version .. can be any Soldier type in Strategy version
Artillery = 4 points can be any soldier type
Tank = 5 points can be any vehicle type
Bomber 15 points can be any Wild points
Fighter = 12 points can be any Wild points
Battleship = 24 points MUST have in board to be able to purchase in Strategy
Aircraft carrier = 18 points MUST have in Board to purchase in Strategy
Submarine = 8 points Must have to be able to Purchase
Transport = 8 Must have to be able to purchase.

I am REAL tired of these nice write ups from the designers about how 2x inf, 2x artilery and 1x aircraft atack Western Europe and get the ticket and the Majority of the points are in WILD allowing my opponent to bring in a TON of Tanks, that IF he had to bring across the chanel would have greatly reducesd the amount of attacking units, due to the 1x tank per transport rule....

I guess all I am asking is a little bit of senseable rules for a game that COULD be SOOO much more than it is....

Robert

Rognar65
09-18-2007, 10:06 AM
To be fair to CC, the Germans have to buy vehicles for the mobility. They have a lot of territory to cover from France to Archangel and artillery just doesn't move fast enough to get to the fronts.

Slaynar
09-18-2007, 10:45 AM
Rognar
I understand what you are saying.. but it just doesnt hold up. Example is the Ticket #61 for instance;
The UK brings in only 2 transports each holding a inf/artilery and he flies in a plane, on the board step... in the ticket step he gets 76 points of INF and 133 points of wild. the german player has 3 artilery and 1 inf yest he only gets 38 inf and 114 wild... the UK player gets to bring a bunch of tanks, that IF he had to transport them he would have to have alot more ships... which he does not have. All I am asking for is Better translation from the Tactical to the Strategy phase to make it more FAIR and reprenative to the board moves.

Robert

Richter von Manthofen
09-19-2007, 05:56 AM
HEllo CC!

Can we have an update on player stats... PALEEEZE

warspite
09-19-2007, 01:46 PM
Rognar
I understand what you are saying.. but it just doesnt hold up. Example is the Ticket #61 for instance;
The UK brings in only 2 transports each holding a inf/artilery and he flies in a plane, on the board step... in the ticket step he gets 76 points of INF and 133 points of wild. the german player has 3 artilery and 1 inf yest he only gets 38 inf and 114 wild... the UK player gets to bring a bunch of tanks, that IF he had to transport them he would have to have alot more ships... which he does not have. All I am asking for is Better translation from the Tactical to the Strategy phase to make it more FAIR and reprenative to the board moves.

Robert

I have to say I agree with Slaynar here. In the Fleet Actions, if planes were sent, planes must be used. Fighters are particularly powerful in A&A, but to equate them with TANKS via 'wild' points doesn't hold up. Artillery might translate into AFV's of some sort, and since they aren't as strong (only 2 combat value instead of 3, or 4 on defense for ftrs), that won't shift the tactical balance as strongly. But in a battle with 4 attacking infantry vs 1 plane, the infantry should win on the big board (granted, with casualties). Translate that into 4 attack points vs 4 defense points, but the 4 attack points MUST be infantry, while the 4 defense points are WILD, the plane badly skews the statistics. Equal point forces in AAM, with one being solely infantry (even with 5/5's) opposing a force permitting tanks, assault guns, etc., doesn't make a whole lot of sense, neither tactically nor strategically.

Maybe a plane might represent a combined arms force, but the fact that it can FLY across water and then magically sprout Tigers doesn't seem fair at all (feasibility aside). On the flip side, an amphibious force landing only arty and accompanied by planes (fighters AND/OR bombers) can then translate them all into wild, and have tanks show that weren't ever built. Are the Supreme Commanders taking THAT little tidbit into consideration? I doubt the Allies would have lost Paris if that were planned out in detail.

Consider this, too. Allied planners build nothing but transports, artillery and fighters. Amphibious assault anywhere with a couple of arty and an armada of air units, for pure wild battles every time. Also, if the Allies can reconstitute 3 points, can they make them a tank instead of a fighter? Or worse, send nothing but planes, and have surviving points "transform" into infantry or tanks (like Decepticons). :D Talk about parabombing... :rolleyes:

Rognar65
09-19-2007, 02:16 PM
Rognar
I understand what you are saying.. but it just doesnt hold up. Example is the Ticket #61 for instance;
The UK brings in only 2 transports each holding a inf/artilery and he flies in a plane, on the board step... in the ticket step he gets 76 points of INF and 133 points of wild. the german player has 3 artilery and 1 inf yest he only gets 38 inf and 114 wild... the UK player gets to bring a bunch of tanks, that IF he had to transport them he would have to have alot more ships... which he does not have. All I am asking for is Better translation from the Tactical to the Strategy phase to make it more FAIR and reprenative to the board moves.

Robert

Oh, don't get me wrong, I agree the way Wild points are determined is flawed. I was merely pointing out that the Axis commander couldn't effectively use the same strategy because of the need for mobility.

I would also mention that the Allied commander doesn't seem to use the same strategy when dealing with the Russians. I have played the Soviets in every battle on the eastern front and I never have enough armor. Russia needs tanks to have any chance, but every time I have 34 or 50 Wild pts., just enough for my one lousy KV-1, and an occasional BA-10M.

Slaynar
09-19-2007, 03:36 PM
IF I could get the matrix of how the designers come up with the points translation from board to miniature game, I would more than whilling to work on these problems... But the designers are not giving that up... I and a freind looked over the current tickets to try and formulate a average point scheme... and well... THERE is none..... If you look at every ticket, a soldier in ticket #62 for the germans was 40 points, and a tank was 60, but in paris ticket #61 soldier was 38 points and artilery was 38 points..???? SO we are confused.... I LOVE the game and the opertunity to put my experience and tactic against my friend... but we ALL would like a even field.. and spelled out rules...

Robert

warspite
09-19-2007, 04:03 PM
Oh, don't get me wrong, I agree the way Wild points are determined is flawed. I was merely pointing out that the Axis commander couldn't effectively use the same strategy because of the need for mobility.

I would also mention that the Allied commander doesn't seem to use the same strategy when dealing with the Russians. I have played the Soviets in every battle on the eastern front and I never have enough armor. Russia needs tanks to have any chance, but every time I have 34 or 50 Wild pts., just enough for my one lousy KV-1, and an occasional BA-10M.

Russia is suffering from what it suffered historically - lack of economy to field massed armor, but no game mechanic for the transport of industry to the Urals, nor the Siberian reserves. The Western Allies aren't pushing enough materiel into Russia to prop it up, and give them the wild or vehicle points they need to win. They decided to gamble with an early Overlord, and it might not pay off. At this point, all the Russians can do it hope that the Western Allies turn the tide, diverting German armor to the West. I'm somewhat optimistic, as 1944 adds many new units, esp. heavy armor, to the Allied arsenal. Sherman variants might not be as glamorous as IS-2/3's and SU-152's, but the tactical options are considerable. I'm looking forward to the next invasion of France. Churchills, ho!

Rognar65
09-19-2007, 07:59 PM
IF I could get the matrix of how the designers come up with the points translation from board to miniature game, I would more than whilling to work on these problems... But the designers are not giving that up... I and a freind looked over the current tickets to try and formulate a average point scheme... and well... THERE is none..... If you look at every ticket, a soldier in ticket #62 for the germans was 40 points, and a tank was 60, but in paris ticket #61 soldier was 38 points and artilery was 38 points..???? SO we are confused.... I LOVE the game and the opertunity to put my experience and tactic against my friend... but we ALL would like a even field.. and spelled out rules...

Robert

I thought I had it figured out until Battle Ticket #61 came along. This is how it works:

Defender:
Soldier defends on a 2, each point of defense equals 20 Soldier points in AAM, so a soldier is worth 40 Soldier points
Same thing applies to artillery, except it is 40 Wild points

Attacker:
Soldier attacks on a 1, unless it is supported by artillery, so unsupported soldiers are worth 20 Soldier points and supported soldiers are worth 40 Soldier points

Tanks and Fighters are each worth 60 points in AAM (Vehicle and Wild respectively) regardless of whether they are used for attack or defense.

Now, if the totals for either side fall outside a certain range (under 100 or over approx. 220), they are adjusted such that the ratio stays the same, while the points are adjusted to fit within the desired range.

I tried this calculation for a few tickets and it seemed to work, however, for some reason, in battle ticket #61, they changed the base number from 20 points per attack/defense point to 19. I can only assume it was because the Allied total would have been 220 which they considered too high.

Central Command
09-20-2007, 11:47 AM
CC,
Another observation I have noticed, is that the allies are not buying any vehicles!! I think it is a Joke that they do not buy them.. because they know that in the ticket builds there will be wild points and the players will get to buy them anyway!!! Our Poor mislead Axis General IS buying tanks, which cost more and IMO is waisting money because his opponents are not playing by the same standards. The game in this way is Sorely mismanaged....

Robert

Some things to consider, this campaign is meant to be fun and accessible to players without large collections. Artillery was made to be wild points instead of just artillery points (or the more generous soldier points as you suggested) to give tickets much more playability. Along the same logic, if Fighters were required to be aircraft points it would make for some very unplayable tickets.
The average players collection has a very hard time coming up with 100 or more points in a single country's infantry, especially when there was only two sets out at the time of the campaigns design.
Traditionally in the A&A board game Russian stocks up heavily on infantry. Tickets involving Russian would rarely have any armor what so ever under normal board game play. By allowing artillery some flexibility tickets are much more dynamic in how the Field Commanders can make their armies given their collections and personal tastes.

CC,
Battleship = 24 points MUST have in board to be able to purchase in Strategy
Aircraft carrier = 18 points MUST have in Board to purchase in Strategy
Submarine = 8 points Must have to be able to Purchase
Transport = 8 Must have to be able to purchase.
Robert

It was considered to require a capital ship on the campaign board to be able to purchase one on a ticket (Battleships and Carriers). But again players without larger collections could have a very hard time make a single country force without the option of larger ships even in a 100 point battle.

CC,

I am REAL tired of these nice write ups from the designers about how 2x inf, 2x artillery and 1x aircraft atack Western Europe and get the ticket and the Majority of the points are in WILD allowing my opponent to bring in a TON of Tanks, that IF he had to bring across the chanel would have greatly reducesd the amount of attacking units, due to the 1x tank per transport rule....
Robert

The A&A board game is on such a large scale that the pieces really dont translate that well into balanced armies. The battles you, the Field Commanders, play are small areas within major offenses that involve tens of thousands of men and gear, if not more. Even if 25,000 soldiers and a mere handful of Shermans landed on France...you can be that commander controlling the Shermans. Your performance is meant to be a overall indication of how the assault is going and doesn't need to be overly tied down in realism.

IF I could get the matrix of how the designers come up with the points translation from board to miniature game, I would more than whilling to work on these problems... But the designers are not giving that up... Robert

Its no secret. The bottom half of this early preview explains it all.

http://www.wizards.com/default.asp?x=ah/aam/ah20070509c

As a side note, Artillery on the campaign board have a built in disadvantage to make up for the fact they get to be wild points. All units on the board can react to adjacent enemy attacks...except Artillery. While this goes unseen by the Field Commanders it is in fact a very big disadvantage to the High Command at times.

Its good that you care enough about the campaign to want changes for the better. Perhaps next campaign things can be smoothed out to better reflect many real war conditions.

CC

Central Command
09-20-2007, 12:06 PM
Consider this, too. Allied planners build nothing but transports, artillery and fighters. Amphibious assault anywhere with a couple of arty and an armada of air units, for pure wild battles every time. Also, if the Allies can reconstitute 3 points, can they make them a tank instead of a fighter? Or worse, send nothing but planes, and have surviving points "transform" into infantry or tanks (like Decepticons). :D Talk about parabombing... :rolleyes:

Cant happen. Any time a attacking aircraft is reconstituted to a ground unit, that piece must appear back at the planes origin representing surviving ground support and realignment of a country's resources to something even as odd a tank.
Planes alone can never take territory as per the board game.

Slaynar
09-20-2007, 12:25 PM
Well CC,
I can see your point about not everyone having a large collection. I guess I feel that most people playing have spent much on this game, and if they dont have enough pieces, they can borrow for the fight... I have a very large collection... I am the owner of the store of course.. and my collection is always in use... lots of my customers have picked a nation or 2 to collect, and trade around for just those units. What I am saying is that it is just not a Even playing field the way it is done right now... In most games for it to be FUN, it has to been or at least apear to be on a even footing. The way it is, this game begins in favor of the allies (points value of thier units to that of axis) and then you add the FACT that they are purposfully not buying armor units on the board side becase on the mini side they get them anyway... and well It doesnt take a rocket scientist to see the disparety..

Thanx for your answer and I will start to work NOW on a fix for these problems.

Robert

axispat8475
10-09-2007, 09:29 AM
sorry about asking on the other thread,...can i get an answer here?
1...eto8 double map games..if i choose to move an obj. does that mean both?
2...when disregarding reports on battle 69 in case of axis win in 70, does this also apply to player standings as well?
thanks again.

Central Command
10-09-2007, 02:34 PM
sorry about asking on the other thread,...can i get an answer here?
1...eto8 double map games..if i choose to move an obj. does that mean both?
2...when disregarding reports on battle 69 in case of axis win in 70, does this also apply to player standings as well?
thanks again.

You may move one objective still, not both.
Ticket 69 will count for player stats no matter what.
As a sneak peek, Allies did invade the Philippines. Tied in wins, the US squeaked out the tie breaker of points remaining to land on the island.

CC

SturmVogel
10-10-2007, 11:30 AM
A clarification. In the 8-sheet map configurations, if the defender chooses to change a "quarter of a map" does this means that he can change 1 or 2 map sheets?

Thanks.

Central Command
10-11-2007, 03:39 AM
A clarification. In the 8-sheet map configurations, if the defender chooses to change a "quarter of a map" does this means that he can change 1 or 2 map sheets?

Thanks.

1 map sheet. Though you could pick the same option twice, once for each map.

CC

axispat8475
10-19-2007, 06:28 AM
do the objectives in the double map game in pto 8 have to both be under "uncontested control" for victory?

Central Command
10-20-2007, 03:39 AM
do the objectives in the double map game in pto 8 have to both be under "uncontested control" for victory?

This was not addressed properly. To win a match with multiple objectives you must control the majority of the objectives.

If both objectives are contested or each side controls one objective the game goes on. If one side controls an objective while contesting the other or controls both objectives that player wins at the end of the appropriate turns.

CC

axispat8475
10-20-2007, 03:19 PM
is this how it was also supposed to be in eto 8? I just read the battle ticket for eto8 and it says "must have uncontested control of both objectives for victory" just wondering,..because col trueheart is gonna blow a gasket if this current clarification was meant to be used in eto8!
oh well...great job..waiting for the next one!!

COL. TRUEHEART
10-20-2007, 05:52 PM
If this is the case then I won both battles in Germany. What are you guys gonna do about the stats and the results as this was clarified just a little bit late.

axispat8475
10-20-2007, 06:24 PM
col walmart,...look at your eto8 ticket..."must have uncontested control of both objectivs..." you cant change the mission after you fail it!!!!

Central Command
10-21-2007, 04:18 AM
If this is the case then I won both battles in Germany. What are you guys gonna do about the stats and the results as this was clarified just a little bit late.

Apologies. I see the victory condition was simpled in the ETO8 tickets without my notice.
I know you two take your competition seriously. Because it was stated cleared in ETO8 how to handle multiple objectives and you two have already played it that way already those results should stand.

axispat8475
10-21-2007, 04:59 PM
thank you central on an other fine ruling...here, here!

axispat8475
10-31-2007, 05:50 PM
Central Command,..My hats off to you on a fine campaign! Even though I ended up on the losing side! I am looking forward to the next one,... as long as your battlefield awareness picks up and applies the obvious,(but few) changes that are needed. With that said, I have two questions......
1) How long will the thread to this campaign be on your community board?
2) When do you reasonably think the final standings will be posted on it?

Thanks again,...BTW.....We bought two cases of the new pieces, and it was totally in favor of the allies! one king tiger in two cases!