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RedBaron

Questions AAM

Hi!
I apologize if these questions were previously answered, I couldn't find on the forum... I am new to the game and I need some explanations, if someone is kind enough.

1) Movement question: On the maps are these Hexes, when a vehicle (Sherman, speed 4) moves towards a face of the Hex and keeps moving towards the same face of the next hexes along it's path, the Sherman does not change facing, and can move 4 hexes. But if this Sherman wants to move to a face of the hex adjacent to the first face considered, as I understand it changes facing, consumes 1 move, and then continues to move (provided that it wont change facing again) another 3 hexes. I am right or wrong?

2) Aircraft question: it would be logic that Aircraft can be shot down only by units with anti-air capability or other aircraft. I played a game with someone where any soldier (mortars, snipers) or vehicles where shooting at my planes. This guy told me that any unit can shoot at Aircraft with it's anti-soldier attack values (and that -1 dice). I think this would be really stupid... or not?

3) Superior armor question: as I understood this special ability, it works like this. If I hit a Tiger (whose defense is 7 and has Superior Armor) with 8 successes I score a disrupted counter on it. If instead of 8 successes I roll 9 successes I score a damaged counter. Ok, what happens in this situation: the Tiger gets hit by Vehicle 1 with 8 successes (gets the disrupted face down counter... I think) and after that Vehicle 2 scores 7 successes? I place the face down damaged counter on it or not?
NeuralDream

1) Changing facing while moving doesn't have movement cost.
2) It is stupid indeed, but within the current rules of the game. Only just now they are revising these rules. It is expected that again non-AA units will be able to shoot at aircraft, but not snipers, mortars, artillery etc. The new rules are supposed to be ready by end of July, but don't hold your breath for this. At least they will be a free .pdf download this time.
3) Yes, damaged.
RedBaron

4) Indirect Fire question: the Spotter is a special ability or any soldier can be a Spotter? If it is a special ability, then I find it difficult to find an Axis unit that has this ability.

5) AAM "Eastern Front" series question: I bought some miniatures from Popular Collections and they have on the site for sale the Eastern Front cases and packs. Is the Eastern Front another name for Base Set II series, or it will be a new series of miniatures that should be out after North Africa and Task Force? If not, do you know if WotC have in plan to issue new series of AAM?
Will they keep the new vehicle scale, or the old?
NeuralDream

4) Spotter is a special ability. The Germans have the "disciplined spotter".
5) Eastern Front is set II. It has the old scale. The new set, which is expected in a few months, is called Eastern Front 1941-45, and it will have new scale units.
RedBaron

Thx for the answer Neural Dream.
I usually play Movement phases with Facing "cost", as I described. Like this, the soldiers become a little more valuable and can keep with the Vehicles better, also then the roads become a little more valuable and...  think is a little more strategy involved.  
Facing having no cost, tend to make everybody want to build up armies of Vehicles only.

So, if I understand the official rules and what you are saying, one must decide the facing of the Vehicle in the last Hex, where it stops? There is no movement cost involved with the facing.
NeuralDream

Yes. Your houserule is nicer though. I'd suggest you keep it Smile. Keep in mind that facing is considered a speed-0 movement. So, a disrupted unit can't change facing.
RedBaron

I saw on a topic here that Disrupted units can't move. I find it logic.

This "house rule" was the argument of last night's game. Still everybody who played with the house rule found it more interesting. I can tell you that "fixed turret" vehicles have "in front" all 3 faces of the hex, not only one face of the Hex they are in, with this house rule. But maybe we will change this also Smile

Thx again for the answer and I will post other questions, because I will find more.

I understand that this is more or less an "official forum" of the AAM?
NeuralDream

RedBaron wrote:

I understand that this is more or less an "official forum" of the AAM?

Not really. Although for WAS it's 95% here and 5% gleemax, for AAM it's 50-50. In fact, gleemax even has a member of WoTC staff to answer rule questions. Certainly not during the weekend or just a few minutes after you've asked of course Wink. Although WoTC staff visit the forumini regularly, they rarely post here.
Buzzkill

Plus people are much nicer here! There are some crabby people on the "official" forum. Not to mention that the Gleemax site is sooooooo slow that sometimes I can't even get it to load before it times out.
Sharpe

Re: Questions AAM

RedBaron wrote:
Hi!
I apologize if these questions were previously answered, I couldn't find on the forum... I am new to the game and I need some explanations, if someone is kind enough.



2) Aircraft question: it would be logic that Aircraft can be shot down only by units with anti-air capability or other aircraft. I played a game with someone where any soldier (mortars, snipers) or vehicles where shooting at my planes. This guy told me that any unit can shoot at Aircraft with it's anti-soldier attack values (and that -1 dice). I think this would be really stupid... or not?


Just to clarify, it's -1 per die, not -1 die of the total Attack Die.  This might be superfluous, but I wanted to make sure you understood.

Welcome aboard and don't worry about whether your questions have been asked before.  We're always glad to help.
RedBaron

Thx a lot to everybody for their answers. I appreciate it.

I have read a little this forum, a few topics and I would like to post another question.

6) Captured vehicles question
It looks to be some kind of an unofficial rule, a "house rule". My question is, how do you capture a vehicle or artillery? Which is the house rule behind this (or variants)?
Sharpe

RedBaron wrote:
Thx a lot to everybody for their answers. I appreciate it.

I have read a little this forum, a few topics and I would like to post another question.

6) Captured vehicles question
It looks to be some kind of an unofficial rule, a "house rule". My question is, how do you capture a vehicle or artillery? Which is the house rule behind this (or variants)?


I don't believe this applies to units captured during the course of a game, but rather one side starting the game with equipment captured previously.  The Germans used a lot of Russian stuff as did the Finns.  The Brits used captured Italian equipment in North Africa.

As far as I know, there's no rules about capturing equipment and immediately turning it on the previous owner.
RedBaron

Sharpe wrote:
As far as I know, there's no rules about capturing equipment and immediately turning it on the previous owner.


yes, now I understand. when one creates his army has the choice to play "captured pieces".
RedBaron

What is "over watch" and which are the effects?

And some defensive fire questions... As I understand, soldiers don't provoke DF from vehicles. But if a unit is hit by DF more than one time from more than one unit, can it get destroyed in the same turn? For example a soldier is hit by DF from an artillery and another soldier that are in the same hex.  

Last question: I had my Pzkw IV Commander tank hit by a USA plane with rockets... from behind. As the tank has 5/3 armor, it got destroyed. Aircraft, as any soldier, can attack always a tank from behind? Is that correct?
Captain Morevo

RedBaron wrote:
What is "over watch" and which are the effects?


Overwatch is set up by vehicles or artillery.  Pick a hexline in one of the six directions around the Overwatching unit, if an enemy unit enters/crosses the hexline, you get a defensive fire shot at it.  However, once an overwatch shot is taken, the overwatch ceases.

A tactic to be used is to sacrifice a unit (run a dummy) so that you can maneuver the rest of your units across the overwatch hexline.

Quote:
And some defensive fire questions... As I understand, soldiers don't provoke DF from vehicles. But if a unit is hit by DF more than one time from more than one unit, can it get destroyed in the same turn? For example a soldier is hit by DF from an artillery and another soldier that are in the same hex.


If you are playing lethal defensive fire, it can get killed right away.  Otherwise it can only disrupt.

Quote:
Last question: I had my Pzkw IV Commander tank hit by a USA plane with rockets... from behind. As the tank has 5/3 armor, it got destroyed. Aircraft, as any soldier, can attack always a tank from behind? Is that correct?


Yes.  If its coming at the tank from behind, its a rear armor shot, if its in the same hex, it can choose, but with an option like 3 rear armor in comparison, why wouldn't you pick rear.
NeuralDream

Overwatch is in the advanced rules. They are not free.
Leader DarkAura_17

Buzzkill wrote:
Plus people are much nicer here! There are some crabby people on the "official" forum. Not to mention that the Gleemax site is sooooooo slow that sometimes I can't even get it to load before it times out.



Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Laughing

Very True Buzzkill. One of my main reasons to switch over.
Lt_V

NeuralDream wrote:
Overwatch is in the advanced rules. They are not free.


I found all sorts of rules such as overwatch when I put searched for platoon on the wizards site....
RedBaron

Units attacked by aircraft can have cover?

Pls, can someone explain the mount/dismount rule for soldiers in transport vehicles?

Thank you.
Sindor

RedBaron wrote:
Units attacked by aircraft can have cover?

Pls, can someone explain the mount/dismount rule for soldiers in transport vehicles?

Thank you.


Yes, units attacked by an aircraft have a standard cover. This is logical, as the aircraft is moving at a very high speed and has only few second to locate the infantry under the treetops or a tank in the street.

I cannot explain you the official mount/dismount rule, as we never used it, we switched immediately to HHR Very Happy
RedBaron

I thought it was logical to have cover against aircraft, but just to be sure...

well, I am new to the game, and "HHR" in this moment doesn't ring a bell  Embarassed

best regards,
Andreas3

NeuralDream wrote:
1) Changing facing while moving doesn't have movement cost.
2) It is stupid indeed, but within the current rules of the game. Only just now they are revising these rules. It is expected that again non-AA units will be able to shoot at aircraft, but not snipers, mortars, artillery etc. The new rules are supposed to be ready by end of July, but don't hold your breath for this. At least they will be a free .pdf download this time.
3) Yes, damaged.



so it's actually the same thing with the Alpine troop?
Andreas3

RedBaron wrote:
I thought it was logical to have cover against aircraft, but just to be sure...

well, I am new to the game, and "HHR" in this moment doesn't ring a bell  Embarassed

best regards,




Im also new, I would like to know it too...
RedBaron

I played several games until now, with some House rules (if you want to call them like this), one regarding movement, one regarding attacks on aircraft and one for transport. It's a little off-topic, but here it is:

1) Changing facing of the hex side when moving a Vehicle implies cost 1 speed...  Only Vehicles with Strike and Fade SA can move without facing cost. This resulted in more strategy involved when moving and also improved value of infantry.

2) Aircraft can be attacked only by other Aircraft and units with Anti Air SA. Simple and great... works wonders. No cards to be modified...

3) I use double capacity transport for Trucks and Cars, more or less, like this they become useful and you want them, combined with Relocate 1, instead of 2, for artillery.

Changes the game-play entirely, improves it a lot and makes it more strategic. If i tell you that we use 1:2 ratio Vehicles/Soldiers you have really a great game ahead.

Please keep in mind that these are not Official Rules, not for now at least.

Best Regards,
Andreas3

RedBaron wrote:
I played several games until now, with some House rules (if you want to call them like this), one regarding movement, one regarding attacks on aircraft and one for transport. It's a little off-topic, but here it is:

1) Changing facing of the hex side when moving a Vehicle implies cost 1 speed...  Only Vehicles with Strike and Fade SA can move without facing cost. This resulted in more strategy involved when moving and also improved value of infantry.

2) Aircraft can be attacked only by other Aircraft and units with Anti Air SA. Simple and great... works wonders. No cards to be modified...

3) I use double capacity transport for Trucks and Cars, more or less, like this they become useful and you want them, combined with Relocate 1, instead of 2, for artillery.

Changes the game-play entirely, improves it a lot and makes it more strategic. If i tell you that we use 1:2 ratio Vehicles/Soldiers you have really a great game ahead.

Please keep in mind that these are not Official Rules, not for now at least.

Best Regards,


trucks can carry two soldiers already, and why should cars be able to carry more than one? keep in mind that a soldier represent a squad or fire team of soldiers (which makes me wonder why they've included units such as BAR gunner and Bren gunner, they should've been represnted in the beasic inf as being part og a fire team.
RedBaron

Well, it's a long story, but to keep it short, to make the game more realistic, me and my friends use a 2:1 ratio for Soldiers (incl artillery) and Vehicles. Keep in mind that we play huge maps, not the standard 2-3 players map, and you need a way to move soldiers which are not few. Than we said, an Opel Blitz for example may carry 4, instead of 2 Infantry. Usually, 1 infantry (even if it represents a squad) is eliminated pretty easy, but 3-4 infantry have good chances of destroying something (panzerfaust, romanian grenadier, etc), so you want to transport them quickly on the map (same goes for artillery), otherwise you end up moving hex by hex for hours soldiers. Like this we improve the value of trucks and non-armor cars which before didn't see any action... Only trucks and non-armor cars we use with double capacity transport. Armor with Transport SA remain the same.

regards,
Andreas3

RedBaron wrote:
Well, it's a long story, but to keep it short, to make the game more realistic, me and my friends use a 2:1 ratio for Soldiers (incl artillery) and Vehicles. Keep in mind that we play huge maps, not the standard 2-3 players map, and you need a way to move soldiers which are not few. Than we said, an Opel Blitz for example may carry 4, instead of 2 Infantry. Usually, 1 infantry (even if it represents a squad) is eliminated pretty easy, but 3-4 infantry have good chances of destroying something (panzerfaust, romanian grenadier, etc), so you want to transport them quickly on the map (same goes for artillery), otherwise you end up moving hex by hex for hours soldiers. Like this we improve the value of trucks and non-armor cars which before didn't see any action... Only trucks and non-armor cars we use with double capacity transport. Armor with Transport SA remain the same.

regards,



what about stack limits then? what do you use instead? and do you use a lot of standard maps put together or do you use custom maps? do you use the NA maps from the NA map pack (if you bought), if no you should consider it, I think they would fit your "facing costs movement points" rule really well
RedBaron

Yes, the stack limit has slightly changed, allowing not 2 but 4 soldiers in one hex, or other combos, like 2 artillery in one hex. All this, because initially nobody used infantry as they are really weak with "official rules" and you don't want to pick them in your army build, except long range mortars and snipers... which really sucks. Add here the huge maps and... you have the reason of these "improvements".
Actually, these changes are just a few even if for now appear like "many". I have a word file I can send you with the "house rules" we play if you are interested.

About the maps. I have one map made from the base maps put together (able, baker, charlie, dog) which is some 4 square meters as surface. Another map we use was made by me with pictures retrieved from Google Earth, put together and reconstructed. That is about 4,5 sqm also, but it gives some more realistic value to the game. The hexes were put afterwards in AutoCAD. I didn't bought any official maps as I like to create them Smile I saw the base maps for NA, at list a part of them.

regards,

PS= these are House Rules, not official ones, for other people reading this post.
RedBaron

I saw somewhere on the official site WotC (if I am not mistaking) the units which were modified in regards to their Cost. But now... can't find it anymore.

Has someone a link to that specific list?

Thank you.
RedBaron

Hi!

Does the Ruthless ability of a Panzer 4 ausf H Commander "add" to the Crack Shot ability of a nearby Veteran Tiger?

For example if my Vet Tiger attacks a Disrupted Enemy Tank, having the Commander nearby, means it benefits also from the Ruthless ability, so, in theory, my Vet Tiger rolls successes against an Disrupted Enemy Vehicle on what dice exactly? Does the 2's count?

I know that Special Abilities with the same name don't add, here is not the case, but the effect of these abilities is similar...

Hope for a quick answer.

regards,  
Lt_V

Yep, the two are added on, so in this case the Vet Tiger is successful on rolls of 2 or higher...Wink
Captain Morevo

Lt_Vleclopity wrote:
Yep, the two are added on, so in this case the Vet Tiger is successful on rolls of 2 or higher...Wink


And with an Ammo Dump is successfull on all rolls but re-rolled 1s.
Amandil

We've houseruled it so that 1s always miss and 6s always succeed (kinda like Warhammer that way, so I'm told).
Captain Morevo

Amandil wrote:
We've houseruled it so that 1s always miss and 6s always succeed (kinda like Warhammer that way, so I'm told).


*cocks head sideways*

Sixes always succeed already, and ones always fail already, as of yet there is NO way to get a +3 on an attack roll.
Amandil

Ah, well, with the old "Bravery Enforcement" SA, you could put a Fanatical Sniper next to a Commissar who just killed a Mosin Nagant, and the Fanatical Sniper could be benefitting from enfilade fire = succeeding on 1s.

And, well, with the "Intimidating" SA, you could have a disrupted friendly rifleman shooting at an enemy plane while being adjacent to a enemy Cossack Captain = failing on 6s!

You don't want to get into those positions, but it is (was) technically possible.  Or am I missing something?
RedBaron

The Dornier question:

If I have two Dornier planes attacking lets say a Corsair and I use for both Do's the Speed Boost, what happens if with both I score 1 hit. After the first Do attacks, the Corsair gets a face up Disrupted. After the second Do attacks... then what? Does the Corsair get a Destroyed counter face up or nothing happens?

What is the Official Ruling on this matter?
Sharpe

Depends on what the second Dornier rolls.  If it rolls enough successes to be a kill, the Corsair is destroyed.  If it only rolls enough successes for a Disruption, then the Corsair gets a face-up Disruption.

The attack by the first Dornier can give a face-up Disrupted which lowers the Defense for the second attack, but the markers don't stack.
RedBaron

Let me see if I got this straight:
So, the 1st Do with speed boost SA rolls 4 successes against defense 4 of the Corsair. The Corsair gets right away a Disruption face-up.
Then, the 2nd Do with speed boost SA rolls 4 successes against the "lowered" defense 3 of the same Corsair, but the thing has Superior Armor. Nothing happens right?

Another thing: the Me ACE can do any number of Defensive Fire attacks (Ace SA) or only one?
Captain Morevo

Concerning Dorniers vs. Corsair, yes, you have it right.
RedBaron

RedBaron wrote:
the Me ACE can do any number of Defensive Fire attacks (Ace SA) or only one?
does someone know the answer to this?

thx
Sharpe

One
RedBaron

aha, thank you.
RedBaron

#What about Trucks?
These are Vehicles with defense 1. So what happens if you attack a truck, if you disrupt it, the next turn will have defense 0? or how does that work with trucks?  Also, giving two hits to a truck will Damage or Destroy it? (2 hits are also double the defense).

#When using Angriff, the attacked unit can reply with defensive fire right?
lŭkos

@#1
Yes, disruptet Trucks have a Defense of 0.
Yes, an attack with 2 successes will destroy a truck.

@#2
Yes, Angriff/Banzai trigger defensive fire like normal movement.
Captain Morevo

1.There is no such thing as a Damaged Truck, there is however a destroyed truck.

A truck is not destroyed by disruption, it is instead still at Defense 1/1, you can't have less than 1 defense.

2. Yes, Agriff and Banzai trigger Defensive Fire.
RedBaron

Thank you for the replies.
Richter von Manthofen

Captain Morevo wrote:
1.There is no such thing as a Damaged Truck, there is however a destroyed truck.

A truck is not destroyed by disruption, it is instead still at Defense 1/1, you can't have less than 1 defense.

2. Yes, Agriff and Banzai trigger Defensive Fire.


A disrupted truck has defense 0/0 - an attack with at least 1 sucess will destroy a disrupted trucka nd an attack with 0 sucesses would disrupt it. There is no such thing as "minmum 1/1 defense".

It was ruled this way since the Base Set (Jeep)
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