Thanks for watching Part 1 of our 3 part series on Air Combat for Axis and Allies! Part 2 is available now! There we will talk about bombers and strategic bombing raids! Make sure to subscribe to never miss a thing. At 4:01 in the video, I mentioned a point that came under some debate. Can the Fighter legally move into combat having only the plan that it will clear the sea zone that would allow the Carrier to move into the sea zone during the non-combat move phase? Yes. Page 26 of the 1942.2 Rulebook states: “In order to demonstrate that an air unit MAY have a safe landing zone, you may assume that all of your attacking rolls will be hits, and all defending rolls will be misses. You may NOT, however, use a planned retreat of any carrier to demonstrate a possible safe landing zone for any fighter.” So, the Fighter moves into combat in sea zone 49 to face the Cruiser. It is assuming that it will hit and the Cruiser will miss. If it fails to do so, it will be destroyed either by the Cruiser or by leaving combat and crashing at the end of the turn. Let us know if you have questions about this. Thanks for watching!
Hi, thank you for your video! I have a question about what happens when an aircraft carrier is moved into combat while also being declared as the safe landing zone for fighters that are involved in a different battle. For instance as Japan I attacked sea zone 56 with two carriers and some other units but I also used their 4 fighters to assist an amphibious assault on the Western US. I got into the position of having to choose to take losses between my two battleships and my two carriers. Am I allowed to lose my carriers if the fighters have yet to engage in combat? Or, can I say that only my fighters are attacking the Western US, lose them, and then do my amphibious assault on the Western US after a sea battle win?
That is a good question with a few different elements to clear up. First, the fighters attacking W US is not contingent on the successful beaching of the land units. If the Japanese lose or retreat from the sea combat in 56, the air units still have to do at least one round of combat before they can retreat. However, amphibious assaults and any associated sea combat must be resolved before any land combat takes place. So, you must resolve the sea combat in 56 before anything happens in W US. Your next question: Am I allowed to lose my carriers if the fighters have yet to engage in combat? Yes. Once assigned in the Combat Move Phase, those fighters are attacking W US when the time comes. You may select the carriers that have been moved into combat in 56 as casualties, but any fighters left without a place to land will crash at the end of the turn (so, I hope you took W Canada first!). I hope this helps. Let me know if you have any other questions. Thanks for watching!
@@BoardGameNation Thank you that is very helpful! I did end up doing losing my carriers but felt bad cause I didn't know if I was right or not, so I didn't stock W US. Guess I'll have to give it another go!
Thank you! We try to produce good content. I'm working a new editing technique for this week's video about bombers. It will be out in a day or two. Check it out and let me know what you think. Thanks for watching! I hope you'll consider subscribing to the channel!
Is it legal to land a fighter on an allied carrier, and then for that carrier to move during the ally's turn? In effect, a way of moving a fighter six spaces in a single round? I'd love to see some weird strategy for ferrying a pair of fighters to Asia.
It is legal and I have been thinking about that, as well. Maybe the US buys carriers and the UK builds fighters. The fighters fly out to meet the US fleet... something like that. It would be complicated, but it could be a lot of fun. Thanks for watching!
I'm just starting A and A online - If you ever play, let me know and we will see if I have been a good student or not. I've been playing it since it came out years ago, 1984?. One thing with the online game, I liked to have never figured out the loading and unloading of the transports - not sure why they made it hard to figure out. lol
Thanks for watching! You aren't the only one who has expressed frustration about that. It sounds like we need to make video about how to use transports in AA 1942 Online. Would that be helpful?
@@BoardGameNation yeah, i finally found one pretty good video on it, but would be great if you did. I see a lot of frustration over it. Once I seen that video it made it much better
Sorry for the slow reply. For some reason, TH-cam marked your reply as spam. Can you give me the link to that video? I would love to see what others are saying and how they are explaining it. Thanks!
Thanks for watching and subscribing! Good question! In the Europe and Pacific versions of A&A, carriers are capital ships, meaning they take two hits to sink. But, in all other versions, including 1942 2nd Edition, carriers a destroyed with a single hit. We actually did a whole video about carriers in A&A with a focus on 1942.2. Here is that link. th-cam.com/video/v4N0dlcuTtA/w-d-xo.html I hope this helps! Let me know if you have any other questions! Thanks again for watching!
Sounds silly when I think about it from a logic POV. 'you can only move 3 zones' means you can go further with air by sea then by land. by a severely bigger margin. but I get from a game POV it makes the most sense. you don't want to have to get measuring tape out to get your distances
I have a movement question with fighters (and possibly bombers) at times the online game let's fighters cover more than 4. I don't do it because I don't want a computer crash or kamikaze. But on defense I'm then attacked by fighters too far away. Is there some special bridging rules around England, Japan, or any other areas of the map?
Thanks for watching! Interesting. I haven't seen that happen. Are you sure that there isn't a carrier in range during the combat move phase that could move into position to allow the attacking fighter to land? If there is a carrier that can get to the sea zone that is the fighter forth move, it is a legal move... even if the fighter is wildly outnumbered. If there is any possibility the fighter can land, no matter how small, it is a legal move. Let me know if you have any further questions!
I really enjoy that version of the game, but I'm not sure there are enough players out there to make a series worthwhile. However, I have considered a "difference" video for it. The basic idea is this, "If you know how to play 1942 Second Edition? This what you need to know to play Revised." If they don't know, then I send them to the 1942.2 full how to play video. What do you think? And, thanks for watching!
Hi, I have a question. If I attack with 2 planes in a maritime area that has 2 cruisers and 2 submarines, in combat can the defender take the submarines as casualties instead of the cruisers?
No. Without a Destroyer present, air units can not hit subs. Here a video on that topic we made: th-cam.com/video/OlHyGZrHQZs/w-d-xo.html Hope that helps! Thanks for watching!
Will you share some strategies for Axis and Allies ? Also will you cover the rules for other Axis and Allies games ? AAA global looks like a huge mess for me.
Thanks for watching! I hope you'll consider subscribing to the channel. We are working on strategy videos for different levels. In the meantime, you can check out Young Grasshopper on TH-cam and/or Axisandallies.org for lots of material on the subject. Once you get a good handle on the rules for A&A 1942 Second Edition, the other versions are much easier. We are considering doing a "difference" video. "If you know 1942.2, here is what you need to know to play A&A Europe/Pacific or 1914 or 1941, etc." Would that be helpful?
@@BoardGameNation Yes that video would be very helpful. Question: me and my family were playing AAA 1942 and my dad as UK attacked my Japanese units in Burma he lost the fight and lost every single unit in that fight after the fight there was only an AAA gun left in India and when my turn came I attacked India but we didn’t knew should his AAA gun defend against my attacking infantry or can i take the territory without a fight ? I am a citizen of Board game nation for over a month now 😅.
@@5Penkets Thank you Citizen! We will move forward with the difference video. If only land units attack a territory that is only defended by AA Guns, the AA Guns are immediately destroyed. They do no get to fire. We are going to cover all of that in Part 3 of this current video series. :) I hope you won!
I have a doubt. If a fighter uses 4 moves to travel to destination then it wont have any left during non combat phase to return back and hence it should be sacrificed . Is this right ??
Thanks for watching and for the question! Three things here. First, during the combat move phase you MUST have a place for all air units to land. If it doesn't have a theoretical place to land, it can't attack. You can not willing sacrifice an air unit. If you can save it, you must. Second, if the air unit is attacking a sea zone and a friendly carrier has a chance of ending the non-combat move in that same sea zone and it has storage space, the fighter can use all four moves to get to the battle. Lastly, if the results of the Combat phase make it impossible to save an fighter, then it can be lost. I hope this helps! If you have more questions, just let me know! Thanks again for watching!
Great video,but one quenstion. How cant carrrier move from 48 sea zone to 47 to catch the fighter.but it can move to sea zone 49 to catch. And how its non combat zone when is sea zone 49 there is an enwmy ship???
Thank you! At 4:01 in the video, I mentioned a point that came under some debate. Can the Fighter legally move into combat having only the plan that it will clear the sea zone that would allow the Carrier to move into the sea zone during the non-combat move phase? Yes. Page 26 of the 1942.2 Rulebook states: “In order to demonstrate that an air unit MAY have a safe landing zone, you may assume that all of your attacking rolls will be hits, and all defending rolls will be misses. You may NOT, however, use a planned retreat of any carrier to demonstrate a possible safe landing zone for any fighter.” So, the Fighter moves into combat in sea zone 49 to face the Cruiser. It is assuming that it will hit and the Cruiser will miss. If it fails to do so, it will be destroyed either by the Cruiser or by leaving combat and crashing at the end of the turn. Thanks for watching!
Hi, is there an order for which fighters go down first? I've played a lot of triple-a and sometimes my fighters with only 1 movement point left are those remaining after a battle despite having moved in several that would have had 2 or 3 movement points left had they survived. Is it based on which go in first or last or what? I'm not sure it matters on steam but could be about to find out the hard way and would really prefer not to! So to clarify: my main question is if I move 5 fighters into a sea battle having various movement points remaining, while some are sure casulties and some are not, which fighters will remain/survive and how is that determined in steam's 1942? If anyone knows how this works in triple-a I'd be happy to hear that too! Thanks for the great vid! The 4 subs attacking 1 destroyer, 1 carrier and 1 fighter was excellent! Happy Holidays every1 :)
Thanks for watching! I can't speak to how triple-A works, but in A&A 1942 Online by Beamdog, as the attacker, you get to choose your casualties as you go. So, you would be able to select the air units with the lowest remaining movement as a hit over other units. That would mirror how the tabletop game works. I hope this helps! Let me know if you have any further questions. Thanks again for watching!
I have seen that with some house rules, but in the out of the box rules air units can't take control of a territory. I think the idea is that runways would be torn up from battle. Plus, if air unit could capture territory, they could easily fly over enemy lines and capture territories. Africa, for instance, would be a free for all. Thanks for watching!
I always thought the special sneak attack of subs only applies in the first round of combat, after that the subs are considered as detected!? Please evaluate (revised player here)
Thanks for watching! Revised Sub rules: Sneak Attack: Submarines always fire in the opening fire step, whether on attack or defense. They can fire only on sea units. Casualties from this attack will be destroyed before they can return fire, unless an enemy destroyer is present. (Any sea or air unit can hit a submarine.) Subs get the sneak attack in every round of combat that doesn't include an enemy Destroyer. The biggest rules difference for Subs in Revised vs. 1942.2 is that air units can always hit Subs, even without a Destroyer present. I hope this helps. Let me know if you have any further questions!
@@BoardGameNation ok this example would never happen but say you gotta move a fighter from France to Southern Europe but Italy is ocuppied by Britain, so could the airplanes move above Italy to Southern Europe without having to combat the forces in Italy
Am other quesrion. You demostrate how the sea battle go when is present sumbarineq destroyes and carries In your exaple the american figher stay alone an lose carrier. And you say that it have now teritorie to land or carrier so yoi lose it. You mean in the sea zone tat the battle happen? Because there is the west indies that it can land..
I think you are talking about the example at 9:48. The fighter that lost its carrier only gets *one* move to find a place to land. So, it can only reach the surrounding sea zones. The fighter moving into West Indies, Gibraltar, or the US would require *two* moves. I hope this clears it up. Thanks for watching and for your questions!
@@BoardGameNation thank you again for you answer. So if understand well(iam new in the game and try to play correct with my son). The move from a dea zone to a other is one move,and sea zone yo the west indies e.x is one move,yotal 2 moves???
Thanks for watching Part 1 of our 3 part series on Air Combat for Axis and Allies! Part 2 is available now! There we will talk about bombers and strategic bombing raids! Make sure to subscribe to never miss a thing.
At 4:01 in the video, I mentioned a point that came under some debate. Can the Fighter legally move into combat having only the plan that it will clear the sea zone that would allow the Carrier to move into the sea zone during the non-combat move phase? Yes. Page 26 of the 1942.2 Rulebook states:
“In order to demonstrate that an air unit MAY have a safe landing zone, you may assume that all of your attacking rolls will be hits, and all defending rolls will be misses. You may NOT, however, use a planned retreat of any carrier to demonstrate a possible safe landing zone for any fighter.”
So, the Fighter moves into combat in sea zone 49 to face the Cruiser. It is assuming that it will hit and the Cruiser will miss. If it fails to do so, it will be destroyed either by the Cruiser or by leaving combat and crashing at the end of the turn.
Let us know if you have questions about this.
Thanks for watching!
Hi, thank you for your video! I have a question about what happens when an aircraft carrier is moved into combat while also being declared as the safe landing zone for fighters that are involved in a different battle. For instance as Japan I attacked sea zone 56 with two carriers and some other units but I also used their 4 fighters to assist an amphibious assault on the Western US. I got into the position of having to choose to take losses between my two battleships and my two carriers. Am I allowed to lose my carriers if the fighters have yet to engage in combat? Or, can I say that only my fighters are attacking the Western US, lose them, and then do my amphibious assault on the Western US after a sea battle win?
That is a good question with a few different elements to clear up.
First, the fighters attacking W US is not contingent on the successful beaching of the land units. If the Japanese lose or retreat from the sea combat in 56, the air units still have to do at least one round of combat before they can retreat. However, amphibious assaults and any associated sea combat must be resolved before any land combat takes place. So, you must resolve the sea combat in 56 before anything happens in W US.
Your next question: Am I allowed to lose my carriers if the fighters have yet to engage in combat? Yes. Once assigned in the Combat Move Phase, those fighters are attacking W US when the time comes. You may select the carriers that have been moved into combat in 56 as casualties, but any fighters left without a place to land will crash at the end of the turn (so, I hope you took W Canada first!).
I hope this helps. Let me know if you have any other questions.
Thanks for watching!
@@BoardGameNation Thank you that is very helpful! I did end up doing losing my carriers but felt bad cause I didn't know if I was right or not, so I didn't stock W US. Guess I'll have to give it another go!
Glad to be helpful. Good hunting!
@@charlescasolare7724 thank you very much,you clear everything now!!!
Dude I’ve just discovered you and I just want to say the amount of things you do in your video especially the editing it’s amazing
Thank you! We try to produce good content. I'm working a new editing technique for this week's video about bombers. It will be out in a day or two. Check it out and let me know what you think.
Thanks for watching! I hope you'll consider subscribing to the channel!
Man I just want to say this video was so helpful thanks man
Glad it helped!
Thanks for watching!
Great video!
Thanks for watching!
Is it legal to land a fighter on an allied carrier, and then for that carrier to move during the ally's turn? In effect, a way of moving a fighter six spaces in a single round?
I'd love to see some weird strategy for ferrying a pair of fighters to Asia.
It is legal and I have been thinking about that, as well. Maybe the US buys carriers and the UK builds fighters. The fighters fly out to meet the US fleet... something like that. It would be complicated, but it could be a lot of fun.
Thanks for watching!
I'm just starting A and A online - If you ever play, let me know and we will see if I have been a good student or not. I've been playing it since it came out years ago, 1984?. One thing with the online game, I liked to have never figured out the loading and unloading of the transports - not sure why they made it hard to figure out. lol
Thanks for watching! You aren't the only one who has expressed frustration about that. It sounds like we need to make video about how to use transports in AA 1942 Online.
Would that be helpful?
@@BoardGameNation yeah, i finally found one pretty good video on it, but would be great if you did. I see a lot of frustration over it. Once I seen that video it made it much better
Sorry for the slow reply. For some reason, TH-cam marked your reply as spam.
Can you give me the link to that video? I would love to see what others are saying and how they are explaining it. Thanks!
At 9:35 - The aircraft carrier needs 2 hits right? Even though it's a suprise attack? Great videos btw!
Thanks for watching and subscribing! Good question!
In the Europe and Pacific versions of A&A, carriers are capital ships, meaning they take two hits to sink. But, in all other versions, including 1942 2nd Edition, carriers a destroyed with a single hit.
We actually did a whole video about carriers in A&A with a focus on 1942.2. Here is that link. th-cam.com/video/v4N0dlcuTtA/w-d-xo.html
I hope this helps! Let me know if you have any other questions!
Thanks again for watching!
Sounds silly when I think about it from a logic POV. 'you can only move 3 zones' means you can go further with air by sea then by land. by a severely bigger margin. but I get from a game POV it makes the most sense. you don't want to have to get measuring tape out to get your distances
Nice
Thanks for watching! We hope you'll consider subscribing to the channel!
@@BoardGameNation already did :)
Excellent! Thank you!
I have a movement question with fighters (and possibly bombers) at times the online game let's fighters cover more than 4. I don't do it because I don't want a computer crash or kamikaze. But on defense I'm then attacked by fighters too far away. Is there some special bridging rules around England, Japan, or any other areas of the map?
Thanks for watching!
Interesting. I haven't seen that happen. Are you sure that there isn't a carrier in range during the combat move phase that could move into position to allow the attacking fighter to land? If there is a carrier that can get to the sea zone that is the fighter forth move, it is a legal move... even if the fighter is wildly outnumbered. If there is any possibility the fighter can land, no matter how small, it is a legal move.
Let me know if you have any further questions!
Did you ever consider doing a series on the Axis and allies revised edition just wondering just a thought
I really enjoy that version of the game, but I'm not sure there are enough players out there to make a series worthwhile. However, I have considered a "difference" video for it. The basic idea is this, "If you know how to play 1942 Second Edition? This what you need to know to play Revised." If they don't know, then I send them to the 1942.2 full how to play video.
What do you think?
And, thanks for watching!
Hi, I have a question. If I attack with 2 planes in a maritime area that has 2 cruisers and 2 submarines, in combat can the defender take the submarines as casualties instead of the cruisers?
No. Without a Destroyer present, air units can not hit subs. Here a video on that topic we made:
th-cam.com/video/OlHyGZrHQZs/w-d-xo.html
Hope that helps! Thanks for watching!
thanks, so my friend made a mistake when assigning the hits to the submarine
Will you share some strategies for Axis and Allies ? Also will you cover the rules for other Axis and Allies games ? AAA global looks like a huge mess for me.
Thanks for watching! I hope you'll consider subscribing to the channel. We are working on strategy videos for different levels. In the meantime, you can check out Young Grasshopper on TH-cam and/or Axisandallies.org for lots of material on the subject.
Once you get a good handle on the rules for A&A 1942 Second Edition, the other versions are much easier. We are considering doing a "difference" video. "If you know 1942.2, here is what you need to know to play A&A Europe/Pacific or 1914 or 1941, etc." Would that be helpful?
@@BoardGameNation Yes that video would be very helpful.
Question: me and my family were playing AAA 1942 and my dad as UK attacked my Japanese units in Burma he lost the fight and lost every single unit in that fight after the fight there was only an AAA gun left in India and when my turn came I attacked India but we didn’t knew should his AAA gun defend against my attacking infantry or can i take the territory without a fight ?
I am a citizen of Board game nation for over a month now 😅.
@@5Penkets Thank you Citizen! We will move forward with the difference video.
If only land units attack a territory that is only defended by AA Guns, the AA Guns are immediately destroyed. They do no get to fire.
We are going to cover all of that in Part 3 of this current video series. :)
I hope you won!
I have a doubt. If a fighter uses 4 moves to travel to destination then it wont have any left during non combat phase to return back and hence it should be sacrificed . Is this right ??
Thanks for watching and for the question!
Three things here. First, during the combat move phase you MUST have a place for all air units to land. If it doesn't have a theoretical place to land, it can't attack. You can not willing sacrifice an air unit. If you can save it, you must.
Second, if the air unit is attacking a sea zone and a friendly carrier has a chance of ending the non-combat move in that same sea zone and it has storage space, the fighter can use all four moves to get to the battle.
Lastly, if the results of the Combat phase make it impossible to save an fighter, then it can be lost.
I hope this helps! If you have more questions, just let me know!
Thanks again for watching!
@@BoardGameNation thanks a lot it helped me in resolving the doubt 😁😁
Happy to help! :)
Great video,but one quenstion.
How cant carrrier move from 48 sea zone to 47 to catch the fighter.but it can move to sea zone 49 to catch.
And how its non combat zone when is sea zone 49 there is an enwmy ship???
Thank you!
At 4:01 in the video, I mentioned a point that came under some debate. Can the Fighter legally move into combat having only the plan that it will clear the sea zone that would allow the Carrier to move into the sea zone during the non-combat move phase? Yes. Page 26 of the 1942.2 Rulebook states:
“In order to demonstrate that an air unit MAY have a safe landing zone, you may assume that all of your attacking rolls will be hits, and all defending rolls will be misses. You may NOT, however, use a planned retreat of any carrier to demonstrate a possible safe landing zone for any fighter.”
So, the Fighter moves into combat in sea zone 49 to face the Cruiser. It is assuming that it will hit and the Cruiser will miss. If it fails to do so, it will be destroyed either by the Cruiser or by leaving combat and crashing at the end of the turn.
Thanks for watching!
Hi, is there an order for which fighters go down first? I've played a lot of triple-a and sometimes my fighters with only 1 movement point left are those remaining after a battle despite having moved in several that would have had 2 or 3 movement points left had they survived. Is it based on which go in first or last or what? I'm not sure it matters on steam but could be about to find out the hard way and would really prefer not to! So to clarify: my main question is if I move 5 fighters into a sea battle having various movement points remaining, while some are sure casulties and some are not, which fighters will remain/survive and how is that determined in steam's 1942? If anyone knows how this works in triple-a I'd be happy to hear that too! Thanks for the great vid! The 4 subs attacking 1 destroyer, 1 carrier and 1 fighter was excellent! Happy Holidays every1 :)
Thanks for watching!
I can't speak to how triple-A works, but in A&A 1942 Online by Beamdog, as the attacker, you get to choose your casualties as you go. So, you would be able to select the air units with the lowest remaining movement as a hit over other units. That would mirror how the tabletop game works.
I hope this helps! Let me know if you have any further questions.
Thanks again for watching!
I always played that fighters can land on conquered territories, which are conquered in the same turn
I have seen that with some house rules, but in the out of the box rules air units can't take control of a territory. I think the idea is that runways would be torn up from battle. Plus, if air unit could capture territory, they could easily fly over enemy lines and capture territories. Africa, for instance, would be a free for all.
Thanks for watching!
@@BoardGameNation Planes cannot take terretory, only with troops, but they can land there, if they and ground troops occupy it
I see. That would significantly increase the power of air units.
@@BoardGameNation They are already quite strong, like destroying a factory, or an entire fleet
@@richieforce1119 - The best naval unit is an air unit. :)
I always thought the special sneak attack of subs only applies in the first round of combat, after that the subs are considered as detected!? Please evaluate (revised player here)
Thanks for watching!
Revised Sub rules: Sneak Attack: Submarines always fire in the opening fire step, whether on attack or defense. They can fire only on sea units. Casualties from this attack will be destroyed before they can return fire, unless an enemy destroyer is present. (Any sea or air unit can hit a submarine.)
Subs get the sneak attack in every round of combat that doesn't include an enemy Destroyer. The biggest rules difference for Subs in Revised vs. 1942.2 is that air units can always hit Subs, even without a Destroyer present.
I hope this helps. Let me know if you have any further questions!
Can fighters and bombers fly thru other units?
I'm not 100% sure what you mean. They can pass through enemy occupied territories during combat or non-combat movement.
I hope this helps.
@@BoardGameNation ok this example would never happen but say you gotta move a fighter from France to Southern Europe but Italy is ocuppied by Britain, so could the airplanes move above Italy to Southern Europe without having to combat the forces in Italy
Yes. Air units can pass through hostile areas without engaging the enemy units.
@@BoardGameNation thank you, keep up the good work love your channel
Thanks!
Am other quesrion.
You demostrate how the sea battle go when is present sumbarineq destroyes and carries
In your exaple the american figher stay alone an lose carrier.
And you say that it have now teritorie to land or carrier so yoi lose it.
You mean in the sea zone tat the battle happen?
Because there is the west indies that it can land..
I think you are talking about the example at 9:48. The fighter that lost its carrier only gets *one* move to find a place to land. So, it can only reach the surrounding sea zones. The fighter moving into West Indies, Gibraltar, or the US would require *two* moves.
I hope this clears it up. Thanks for watching and for your questions!
@@BoardGameNation thank you again for you answer.
So if understand well(iam new in the game and try to play correct with my son).
The move from a dea zone to a other is one move,and sea zone yo the west indies e.x is one move,yotal 2 moves???
Correct! Every time an air unit crosses a line, it is a movement.
Happy to help! 😀