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View Full Version : AARE - some rules questions from my last game


drsparnum
02-20-2005, 04:21 PM
Me and my friends have been playing Cousin Joe's version of Axis and Allies, but we are new to them and had the following questions after last game.

1. Can a plane fly over enemy territory to get to another territory behind it?
e.g.1: Germany has a fighter in Germany and wants to get to sea zone 7 but the allies control Western Europe. Can that fighter get to SZ 7 and is it subject to anti-aircraft fire?
e.g2: If it can get there can it still get there if the allies have fighters in western Europe?
e.g.3: Can a US fighter on Hawaii fly to Western US if the Japanese have ships surrounding Hawaii?
e.g.4: If the answer to 3 is yes, does it change to no if one of those ships is an aircraft carrier with fighters on it?

2. If you choose the NA with the UK to get one free infantry a turn and build a complex in India can you build 3 units in India or does the free infantry count towards the territories production total?

3. If a German submarine off the coast of Canada is forced to submerge by the UK, does it surface on Germany's turn or after the UK's turn is over. I ask because we were wondering if the US would then have to make the sub submerge again to avoid an economic attack by the sub, or if the UK helped the US out when it made the German sub submerge.

4. It says IPC damage is capped at territory value. Does this mean if the UK takes 4 IPC damage from subs during its collect income phase, is it only subject to a maximum of 4 IPC damage (England is 8IPCs) from German bombing raids that turn, or is it 8 IPC damage/attack form (so you could take 8 IPCs from subs, 8 from bombers and then get hit by rockets too).

5. Can a transport move into a contested square and pick up men in that contested square? Let me give an example. Germany sails its battleship and transport in the "central" mediteranean (I don't have map to give numbers now, sorry) west one square to attack the UK units that start in the Gibralater sea zone. Could the transport pick up an infanty in France and drop it off in North Africa either after or during the battle?

6. If a Japanese kamikaze fighter or kaiten torpedo targets a US aircraft carrier with planes on it, do those planes automatically die or can they fly four squares to a safe airbase? If not, can they fly the one square to an island, if they were present in an island seazone and that island was a friendly territory. I saw the page on this in the regular rules and couldn't really figure it out. Does it matter if the plane in question was a Brittish plane based on a US carrier?

7. If subs are undetected and choose to stay around for multiple rounds of naval combat, are they automatically detected after the first round? In cousin joe's rules I read something that made me think they were. If they are detected do they still fire in "opening fire" and can they still submerge at the conclusion of any combat round (i.e. the sub decides to get out of a naval battle on rd3, can it?).

8. In the case of bidding, if the bid is odd, does the extra IPC get put into unit purchases or into the Axis reserve income. I see no indication the axis need to divide that money evenly, meaning that Japan or Germany could take all the money from the bid for themselves if the axis players agree.....correct?

Thank you for your input. Thank you Cousin Joe for making this version that makes a good game great and thank you to everyone here who has participated in refining these rules (I've been lurking for a while).

pagan
02-20-2005, 05:54 PM
1. YES. It is also subject to AA fire druing the Combat Move phase. LHTR remove the non-combat movment AA-gun shot.
--The only thing keeping the german fighter from moving to sz7 is A. no palce to land, or B. it gets shot down by AA-gun on combat move
--Japan fleet doesn't have AA-Guns, so the US fighter can flyover them as many times as it wants too
--AA guns ONLY. there are no Combat-Air-Patrols in A&A.

2. It has been argued by some of us players that the IC-territory limit should include NAs. As of right now it doesn't. So India can produce 3 things with IC _PLUS_ get the INf-NA drop for a total of 4 things placed.

3. Re-surfaces at the end of the UK turn. This is in the BAsic Rule-Book. US would have to make the SS submerge to avoid CR (convoy raid)

4. Convoy raids don't occur in the same turn as SBRs. Your example, UK gets hit by CR on ITS turn, and lets say they do 8IPCs of damage. On japan's turn UK gets SBR by bombers on london for 8IPCs of SBR damage. TURN = one country's actions ; ROUND = a full Turn from each country

5. TNs can only pick-up/drop-off units in UNCONTESTED seazones. Seazones must be clear, or subs submerged. So..you cannot pick up units to be used in an Amphib from the same sz that you have a naval battle in.

6. oddly written but I think you mean ..do the US defending fighters die or get to fly off to a safe zone....
--The kamis are automatically dead once youdeclare they are kamis. they hit or don't hit they are dead, they get to target their ship, but they don't get to take any return fire shots sicne they are already considered hit & dead.
--if an AC is destroyed with DEFENDING fighters on-board at the end of a battle, the FTRs can move a SINGLE movement pip. (this is covered in the basic rule book). If they can't land after making a single movement, then they are dead.
--This means that US should be taking ISlands when there are Kamis or Kaitans on the board.

7. Subs are automatically detected if they stay for more than a single volley round.
--ALL things get to shoot at the Subs if they stay longer than 1 round
--ALL things get to shoot at the subs if they are detected by a DD
--Subs can not submerge EVER if they are detected and a surviving DD is present
--undetected subs (first round) can submerge after they fire, no return fire by defenders available
--detected subs can only submerge AFTER the defender returns fire.
--detected subs cannot submerge if there is a defending DD present.

8. Bidding: whatever the bid is.... 1/2 of them (round down) can be used to purchase and place units on the game-board before the game starts. You don't have to purchse anything. Any remaining IPCs get sorted in any fashion the axis want.