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Top Document: Axis & Allies FAQ v1.4 Previous Document: *6. What are the Second Edition Rules? Next Document: *8. Can I get additional game parts? See reader questions & answers on this topic! - Help others by sharing your knowledge
The purpose of this section is to review some rules issues that are
commonly misinterpreted or misunderstood. It is necessary to review
several things before getting to rules.
1) It is important to know where to look for rules. The manual is of
course the first place. And, in many games it is the only place
to find answers. But, with Axis and Allies there is another: The
Rules Clarifications. This is a four page insert that has come
with the game (and manuals ordered from MB) since 1991. These
have answered a number of issues for many players.
2) Criterion for judging. When possible, I will cite the Rules Manual,
the Rules Clarifications or responses from letters to Milton Bradley.
If none of these is feasible, I will make a judgement, which will
always be overridden by anything MB prints should we disagree. If
you disagree with a call I make, send me a note and we can discuss it.
3) Without upsetting any readers, let me make an observation. Having
been reading rec.games.board for several years now, as well as
general A&A experience, I have noticed that *many* of the questions
that arise could be answered with a good read of the Manual and/or
Clarifications. I simply cannot emphasize how much a good reading
and understanding of the rules is worth. There are plenty of valid
reasons still for not having it all down, and that is why we have this
section. But for your benefit, try to find the answers in the rules.
4) Some advice: whenever you are looking to answer a question, be as
objective as possible. When possible, use direct statements in
context. If we all did that, then no questions would arise over
things that are covered in the rules. Still, there are a number of
grey issues that still require attention. Try to avoid using the
argument "The Rules don't say I *can't*." If used at all, this
should only be used as a last resort. Remember: The absence of
evidence is *NOT* evidence of absence!
5) Don't forget about house rules! Many players modify the rules in
their own group, but then forget which rules are which and argue
endlessly when they play with someone else. House rules are fine,
but do not forget the "official" rules.
6) In the actual rules citations below, "Manual" refers to the Second
Edition Rules Manual, "Clarifications" refers to the Rules
Clarifications (released in 1991), and "Communication with Milton
Bradley(date)" refers to a correspondance between me and Milton
Bradley. The date gives date they wrote the letter to me.
Organization of this section: There are now two sections of rule
discussions. The first is composed of questions that are clearly
stated in the Manual and or Clarifications. The second contains more
obscure questions. The second section will understandably have some
less concrete arguments.
Section 1: Rules often missed but stated in the Rules
*What constitutes a turn? A round?
A turn is a player's six action sequence (Weapons Development/
Purchase Units, Combat Movement, Combat, Non-Combat Movement,
Place New Units, Collect Income). Source: Manual, page 4.
A round is the sequence of all 5 players' turns. Source:
Manual, page 4 (first paragraph).
When do AA guns fire?
AA guns fire during enemy combat movement ONLY. Source: Manual,
page 13 (middle column, under "Antiaircraft Guns").
*Where can aircraft land?
During the non-combat phase of a player's turn, he may land
his aircraft in any territory that he or one of his allies
have controlled since the beginning of his turn, provided the
remaining movement alotment can get the plane there safely.
In other words, the state of the board when that player's turn
started defines all legal landing spaces for that player's
aircraft during that player's Non-Combat Movement. Source:
Manual, page 21 (top section, "Non-Combat Movement"). Note
the definitions of turn and round above.
What can retreat from an amphibious assault?
Nothing. All units involved fight to the death. Source:
Clarifications, page 3 (top right).
In an amphibious assault, when can battleships use their one-shot support?
a) A battleship must be in the same sea zone as the transport(s).
b) There can *not* have been any combat in the sea zone (and
you cannot hold battleships back from clearing the sea zone).
Source: a) Manual, page 15 (column 3, paragraph 3).
b) Clarifications, page 3 (middle under "Amphibious
Assaults"), and Manual, page 15 (right, under
"Important" under "Note").
How do fighters move when on an ally's carrier?
If you have any fighters on an ally's carrier and that carrier
moves during your ally's turn, your fighters just ride along,
with no loss of movement factors from your planes. Source:
Clarifications, page 3 (right, under "Carriers And Fighters").
*How do fighters fight on an ally's carrier?
If a carrier attacks while carrying an ally's fighter(s), the
fighters cannot fight, but can be taken as losses, provided the
owner of the non-fighting fighter consents to the loss.
Source: Communication with Milton Bradley (dated July 27, 1995).
How many *new* industrial complexes can be built during a game?
Four. There are eight on the board at the start of the game, and
there are twelve complex pieces. The number of locations that
have a specific unit type is always dependent of the number provided.
This also means that any country could only have bombers in three
places, carriers in two, subs in six, etc. The number of units in
each place is unlimited, but the number of locations is not.
Source: Clarifications, page 4 (bottom right, "More Markers?").
Section 2: Situations not covered clearly in the rules.
What defines a legal sea zone for withdrawing subs?
For attacking subs, this is more clear. Attacking subs must
withdraw to an adjacent sea zone from which any attacking
naval vessels came (Source: Manual, page 17, under "Where:").
For defending subs, this is more complex. Defending subs must
withdraw to any friendly or unoccupied adjacent sea zone (Source:
Manual, page 17, under "Where:". But, what is unoccupied?
A sea zone becomes unoccupied when the attacker vacates it.
Source: Communication with Milton Bradley (dated July 27, 1995).
So, during the combat phase of a turn, a defending sub can withdraw
into a sea zone that the enemy had left during that same turn's
combat movement phase. Thus, it does not matter if the attacking
units that left the zone might or might not retreat.
Note: I personally disagree with this statement from MB, as it
violates a principal that I have noted the spirit of throughout
the rules. The principal is that "the state of the board at the
beginning of the present turn defines what is legal." This idea
applies to legal landing spaces and use of canals, even to the point
that, for example, if during the first turn Egypt falls to Germany
and *then* the UK sub south of Turkey is attacked and missed, it
can go through the canal even though Germany has already captured
Egypt. However, I recognize MB as the experts and thus will accept
it, pending further questions -- Dewey Barich.
How do transports unload units into two territories?
This is by far one of the most complicated issues in the rules.
There is an example in the Manual that shows a UK transport
dropping into Finland and Western Europe during the same
turn. There are two observations that must be made here:
1) The infantry are being dropped from the same sea zone
2) The UK controls both territories
A question then arises: Can a transport drop into two
territories *only* during non-combat? Or can they be dropped
to two territories in combat movement as well?
Due to the example *specifically* stating that the UK can drop
into both Finland *and* Western Europe, the interpretation here
is that "split landings" are legal only during the non-combat phase.
In a situation where a transport with two infantry moves 1 or 2
spaces, and is adjacent to two countries, a question arises whether
the infantry can unload one to each of those two countries, and
whether it is allowed in both combat and non-combat portions. Let
us take the manual's example of a tranport that bridges two
infantry from Britain to Norway and Western Europe. Now, the
example on page 16, 2nd column says that the transport can drop
one infantry in Norway and one in Western Europe, *if the UK
controlled these territories*. This states that the UK must own
the territories, which means that either (1) bridging is only
allowed during non-combat movement, or (2) that unloading to two
territories is only permitted during non-combat movement. Which
is it?
The definition of a transport is that they are "...naval units
that transport land units from *one* coastal territory or
island to *another*." Yet the example clearly shows a transport
moving land units from *one* coastal territory to *two*, during
non-combat movement. Since a transport could, in the example
given, load two UK infantry, move to an adjacent sea zone,
then move back, unloading units to those two territories
legally on its *combat* movement phase, then the premise that
bridging is only allowed during the non-combat phase can be
easily circumvented. The second premise, that unloading to two
territories is only permitted during non-combat movement, has
no such work-around, and is clearly stated in the same example.
If an example in a rule book does not correspond explicitly to
a rule in that same rulebook, does that make it illegal? Or
does the inclusion of the example in the rulebook automatically
give it validity as a rule? Most would agree with the latter,
since the former creates is contradiction and the latter does
not. So then, if you believe that the example in the book is
valid, it appears that unloading to two territories is only
allowed during non-combat.
In the combat phase, unloading is only possible in an amphibious
assault situation (after all, you cannot attack ships with the
transport and unload the units at sea). In an amphibious
assault, the rules give no clues as to whether a transport
can amphibiously assault 2 territories in the same turn. It
would be wrong to assume that it could, because the absence of
evidence is not evidence. So unless an example or the rules
state or even imply something, the best course of action is to
assume that such an action cannot be done. Source: Manual,
page 16, bottom of second column, and page 15, right column.
User Contributions:Top Document: Axis & Allies FAQ v1.4 Previous Document: *6. What are the Second Edition Rules? Next Document: *8. Can I get additional game parts? Single Page [ Usenet FAQs | Web FAQs | Documents | RFC Index ] Send corrections/additions to the FAQ Maintainer: pgoudswa@jumppoint.com
Last Update March 27 2014 @ 02:11 PM
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