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Axis & Allies Miniatures: F.A.Q.

D-Day Errata 6/6/06

Contested Skies Errata 3/6/06

Base Set F.A.Q. 9/14/05

General Questions

Q: Can Soldiers board and/or dismount units with the Transport ability during the assault phase?
A: No. Soldiers can only board or dismount during the movement phase.

Q: Does a Vehicle have to start its move on a road to get the road bonus?
A: No. The first hex of movement along a road each phase is free, but you don’t have to start on a road to get the road bonus.

Q: Artillery units have “Relocate 2 - This unit has speed 2 during your assault phase.” Does this mean they can move after they attack?
A: No. Units with the Relocate ability can either attack or move during your assault phase, but not both.

Q: The rulebook says that the worst that can happen to my unit if I make my cover roll is disruption. Does this mean that as long as I succeed at my cover rolls my attacked unit can't be damaged or destroyed, or does the disruption count as a hit? For example, I have a Sherman in a forest hex that is hit three times by three different units. I succeed at each cover roll. Does the Sherman receive a face-down Disrupted counter, or face-down Disrupted, Damaged, and Destroyed counters?
A: If you succeed on a cover roll on an attack, then that attack is limited to disruption. If the attacked unit already has a face-down Disrupted counter from a previous attack, then a successful cover roll prevents any more counters from being placed on the unit. In the example, the Sherman would receive one face-down Disrupted counter.

Q: When exactly are units disrupted or damaged?
A: Units become disrupted, damaged, and destroyed during the casualty phase when face-down hit counters are flipped over. A unit is disrupted if it has a face-up Disrupted counter on it. A unit is damaged if it has a face-up Damaged counter on it. Units can also become immediately disrupted if they receive at least one hit after provoking a defensive-fire attack.

Q: Some special abilities refer to attacking things that are “in front of” your Vehicles. What does “in front of” (and “behind”) mean?
A: A hex is “in front of” a unit if a line from the center of that hex to the center of the unit’s hex goes through one of the front three sides of the unit’s hex or through one of the front two corners of the hex. (Conversely, a hex is “behind” a unit if the line goes through one of the three rear sides of the hex or through one of the two rear corners.) If the hex is directly to the left or right of the unit’s hex, then that hex is neither in front of nor behind the unit. The hex that the unit is in is also neither in front of nor behind the unit.

Specific Card Questions

Commissar says,
Bravery Enforcement - At the beginning of your assault phase, you can destroy a friendly Soldier adjacent to this unit. If you do, other friendly Soldiers adjacent to this unit get +1 on each attack die this phase.”

Q: Can I destroy an adjacent Artillery unit to give my Soldiers the bonus?
A: Yes. Soldier-Artillery units are still Soldiers.

Q: Does the +1 bonus apply to adjacent friendly Artillery units?
A: Yes. Soldier—Artillery units are still Soldiers.


KV-1 says,
Hulking Mass - Ignore the first Damaged counter this unit receives each game.”

Q: During my assault phase, I score three hits in my first attack of the game against my opponent’s KV-1. What hit counters does the KV-1 get?
A: The KV-1 receives a face-down Disrupted counter as the first hit. The second hit results in a face-down Damaged counter, which is ignored and removed immediately. The third hit then results in a face-down Damaged counter.

Q: Later in the same phase, I score an additional hit to the KV-1. What happens to the KV-1?
A: Since the KV-1 already has a face-down Disrupted counter and a face-down Damaged counter on it, the next hit counter it receives will be a face-down Destroyed counter.


Mosin-Nagant 1891/30 says,
Command Dependent - In your movement phase, this unit can't move unless it starts its move adjacent to a friendly Commander.”

Q: If all my Commanders have been destroyed, can this unit move at all?
A: Yes. This unit can still move during your assault phase.

Q: If all my Commanders have been destroyed, can this unit board a Vehicle with the Transport ability?
A: No. Boarding a Transport Vehicle happens instead of moving and only happens during your movement phase.


Churchill Crocodile says,
Flamethrower - This unit's short-range attack ignores cover. If this unit rolls three or more 6s on a short-range attack, the target is destroyed immediately.”

Q: If the Crocodile rolls three or more 6s on its Flamethrower attack, does the target unit get removed from play at that exact moment or is a face-down Destroyed counter placed on it instead?
A: The unit is removed from play immediately.

Q: Can you use the Flamethrower ability as you make a defensive-fire attack?
A: Yes.


Crusader II says,
Vanguard - After both armies are deployed, this unit can move at speed 4 before the first turn begins.
Prone to Breakdown - This unit can't move while damaged.”

Q: What does “before the first turn begins” mean?
A: It means, after the map has been chosen and both players have deployed their units, but before the initiative has been determined for the first turn.

Q: My opponent is the “first player.” During his assault phase, he scores two hits against my Crusader, which gets a face-down Disrupted counter and a face-down Damaged counter. Can I then move my Crusader during my assault phase?
A: Yes. Although your Crusader has a face-down Damaged counter, it only becomes “damaged” during the casualty phase when face-down hit counters are flipped over.


Inspiring Lieutenant says,
Tally-Ho! - In your movement phase, friendly Soldiers that start their move adjacent to this unit get +1 speed.”

Q: During my movement phase, if I have Soldier—Artillery units with speed 0 adjacent to this Commander, do they get speed 1?
A: Yes.


Marines M2-2 Flamethrower says,
Flamethrower - This unit's short-range attack ignores cover. If this unit rolls three or more 6s on a short-range attack, the target is destroyed immediately.”

Q: If the M2-2 Flamethrower rolls three or more 6s on its Flamethrower attack, does the target unit get removed from play at that exact moment or is a face-down Destroyed counter placed on it instead?
A: The unit is removed from play immediately.

Q: Can you use the Flamethrower ability as you make a defensive-fire attack?
A: Yes.


“Red Devil” Captain says,
Pinpointer - Units attacked by friendly Soldiers adjacent to this unit get –1 on cover rolls.”

Q: If I use this ability and my friendly adjacent Soldier is in the same hex as an enemy unit that it is attacking, does Pinpointer’s -1 penalty stack with the -1 penalty incurred by being in the same hex as an attacker?
A: Yes. In this case, the enemy unit would get -2 on cover rolls for that attack.


Sd Kfz 251 says,
Fighting Platform - A Soldier carried by this unit can attack during your assault phase if this unit doesn't move during that phase.”

Q: If the carried Soldier attacks, does it use its own attack values or the attack values of the Sd Kfz 251?
A: The carried Soldier uses its own attack values.

Q: Can the carried Soldier be attacked?
A: No. A Soldier carried by a unit with the Transport ability can’t be attacked. However, if the Transport Vehicle is attacked and destroyed, the carried Soldier is destroyed too.


SS-Haupsturmführer says,
Fanatic - This unit ignores face-up Disrupted counters.
Exert Will - At the beginning of your movement phase, remove all Disrupted counters from friendly Soldiers adjacent to this unit.”

Q: Does Exert Will remove both face-up and face-down Disrupted counters?
A: Yes.


SS Panther Ausf. G. says,
SS Determination - This unit can move while disrupted.”

Q: During my movement phase, my Panther provokes defensive fire from one of my opponent’s units. My opponent rolls enough successes to disrupt the Panther. Can the Panther finish up the rest of its movement even though it’s disrupted?
A: Yes. The SS Determination ability lets the Panther keep moving, even though it was disrupted by defensive fire.


SS-Panzergrenadier says,
Ruthless - This unit gets +1 on each attack die against disrupted and damaged units.”

Q: Does this unit get the +1 bonus against units with face-down Disrupted or Damaged counters?
A: No. Units only become “disrupted” and “damaged” when face-down hit counters are flipped over (during the casualty phase).


Tiger I says,
Overrun - Once per phase, when this unit moves into a hex, you may disrupt one Soldier in that hex.”

Q: If a Tiger I uses the Overrun ability on a Soldier, does the disruption happen immediately or does a face-down Disrupted counter get placed instead?
A: The disruption happens immediately. Put a face-up Disrupted counter on the Soldier.


Carro Armato M13/40 says,
Highly Flammable - When this unit receives a Damaged counter, roll a die. On a 3 or higher, destroy it immediately.”

Q: Does this happen when the tank receives a face-down counter or does it wait until hit counters are flipped during the casualty phase?
A: The roll occurs as soon as the Carro Armato M13/40 receives the face-down counter.


Fucile Modello 1891 says,
Bravado 2 - This unit rolls two extra attack dice when attacking if none of your units have been destroyed this game.”

Q: My opponent is the “first player” and just scored two hits against one of my Soldiers, so now it has a face-down Destroyed counter on it. It’s my assault phase now. Does my Fucile Modello still roll two extra dice when attacking?
A: Yes. A unit becomes destroyed when face-down hit counters are flipped (during the casualty phase). Although it has a face-down Destroyed counter on it, it isn’t actually destroyed until the casualty phase.


Imperial Sergeant says,
Banzai Charge - In your assault phase, friendly Soldiers adjacent to this unit can move into an enemy unit's hex and then attack that unit. They get +1 on each attack die for that attack.”

Q: If I use this ability to move a friendly Soldier into an adjacent enemy-unit’s hex, does that movement provoke defensive fire?
A: Yes.

Q: During my assault phase, can I attack with or move all my Soldiers first, and then use Imperial Sergeant’s ability to let them move and attack again?
A: No. The “move” and “attack” parts of the Banzai Charge ability count as a unit’s move or attack for that phase.

Q: Can friendly Artillery units adjacent to Imperial Sergeant use this ability?
A: No. Angriff and Banzai were redefined in the errata document as follows -- "Angriff/Banzai: In your assault phase, friendly non-disrupted non-Artillery Soldiers adjacent to this unit can move into an adjacent hex and attack an enemy Soldier or Vehicle in that hex. They get +1 on each attack die for that attack."




Set II F.A.Q. 12/02/05

General Questions

Q: Is the 3" Gun M5 miniature the right size?
A: No. Unfortunately it was sized too small.

Q: Some abilities (such as Flamethrower and Guard Crew) refer to numbers rolled on attack dice. Do these abilities care about modified die results or the “natural” numbers rolled?
A: The “natural” numbers rolled. These abilities refer to the numbers rolled on the dice before any bonuses or penalties are applied.

Q: There seem to be three new Soldier subtypes in Set II of Axis & Allies Miniatures: Cavalry, Paratroopers, and Snipers. Can units with the Cavalry, Paratrooper, and Sniper subtypes be carried by units with the Transport ability?
A: Yes.

Specific Card Questions

Kuomintang Riflemen says,
Lack of Determination — If this unit gets a face-up Disrupted counter, destroy it immediately.”

Q: So is this unit immediately destroyed if it’s hit by a defensive-fire attack?
A: Yes.


T-26 Series 1933 says,
Unreliable — Face-up Disrupted counters aren’t removed from this unit at the beginning of the casualty phase.”

Q: When can you remove Disrupted counters from a T-26?
A: Unless you control another unit with an ability that can remove Disrupted counters, you won’t be able to remove Disrupted counters from a disrupted T-26.


Cavalrymen says,
Determined Charge — This unit doesn’t immediately end its movement when hit and disrupted by a defensive-fire attack.”

Q: Can Cavalrymen be carried by units with the Transport ability?
A: Yes. Since Cavalrymen have the type “Soldier — Cavalry,” they are still Soldiers and therefore can be transported.


Fanatical Sniper says,
SS Hunter — This unit rolls two extra attack dice when attacking an SS unit. Superior Camouflage — While this unit has cover, enemy units can’t attack this unit at medium or long range.”

Q: What is an SS unit?
A: Any unit with the “SS” designator at the beginning of its name. The current SS units are: SS-Haupsturmführer, SS-Panther Ausf. G, SS-Panzergrenadier, and SS-Panzer IV Ausf. F2

Q: If Fanatical Sniper and a different Soldier are in the same hex, can a unit with the Blast ability (such as the sIG 33 or the Sturmpanzer IV “Brummbär”) attack them both at medium or long range?
Blast — When this unit attacks, make a separate attack roll against each unit in the target hex.”
A: Yes. Although a unit with the Blast ability can’t attack the Sniper directly, if it can attack the non-Sniper in the hex, it can use its Blast ability to roll a separate attack against the Sniper.

Q: Does “have cover” mean that the Sniper has to succeed at a cover roll to get the Superior Camouflage ability?
A: No. A unit “has cover” just by being in hex filled with defensive terrain. This means that a Sniper with Superior Camouflage can’t be attacked directly at medium or long range while it’s in a forest, hill, marsh, or town hex.


Guards T-34/85 says,
Guard Crew — After rolling attack dice for this unit, you may reroll a single die result of 1.”

Q: What does “a single die result of 1” mean?
A: When you attack a unit, you roll attack dice to see how many successes you score. The Guard Crew ability allows you to reroll any one attack die that landed as a “natural” 1. You can only reroll that die once, even if it comes up 1 again. If you are lucky, and roll a 4 or higher on the rerolled die, you will increase the number of successes scored on that attack by 1. When an ability refers to numbers rolled on attack dice, it means the numbers rolled on the dice before any bonuses or penalties are applied.


BAR Gunner says,
“Covering Fire — Soldiers attacked by this unit this turn can’t make attacks this turn.”

Q: If an enemy Soldier provokes defensive fire from a BAR Gunner, can that enemy unit make an attack this turn?
A: No.


“Screaming Eagle” Captain says,
Paratrooper — This unit doesn’t get placed on the map during deployment. At the end of any of your movement phases, you may deploy this unit on the map in any hex that isn’t adjacent to an enemy unit. It can’t move that phase.
Initiative +3

Q: Does the “Screaming Eagle” Captain’s initiative bonus apply before he is deployed on the map?
A: Yes.

Q: Can I overstack a hex by deploying a Paratrooper in a hex that already contains two of my units?
A: No.


Veteran M4 Sherman “Rhino” says,
Veteran Crew — While disrupted, this unit can still move and doesn’t suffer the –1 penalty to each attack die. (It still suffers the –1 penalty to defense and can’t make defensive-fire attacks.)”

Q: During my movement phase, my Rhino provokes defensive fire from one of my opponent’s units. My opponent rolls enough successes to disrupt the Rhino. Can the Rhino finish up the rest of its movement even though it’s disrupted?
A: Yes. The Veteran Crew ability lets the Rhino keep moving, even though it’s disrupted by defensive fire.


Nashorn says,
Superior Optics — While this unit is in a hill hex, it can ignore the terrain in any one hex when determining line of sight.”

Q: Can you explain this a little more?
A: To determine line of sight for a Nashorn attacking from a hill hex, draw a line from the center of the Nashorn’s hex to the center of the target’s hex. Ignoring the terrain in the Nashorn’s hex, the target’s hex, and one other hex of your choice, if you can draw the line without crossing any part of a hex containing towns, hills, or forests, then the Nashorn has line of sight to the target.

Q: Can a Nashorn use its Superior Optics ability to “ignore” a smoke screen?
Smoke Screen — Once per game, at the end of your movement phase, you may put a smoke screen in this unit’s hex. A smoke screen blocks line of sight into, out of, and through its hex. Remove the smoke screen at the end of the turn.” A: No. Superior Optics allows the Nashorn to ignore one hex of terrain when determining line of sight. A smoke screen isn’t terrain and doesn’t modify terrain in any way.


Panzer II (F) “Flamingo” says,
Flamethrower — This unit’s short-range attack ignores cover. If this unit rolls three or more 6s on a short-range attack, the target is destroyed immediately.”

Q: If the Flamingo rolls three or more 6s on its Flamethrower attack, does the target unit get removed from play at that exact moment or is a face-down Destroyed counter placed on it instead?
A: The unit is removed from play immediately.

Q: Can you use the Flamethrower ability as you make a defensive-fire attack?
A: Yes. If a unit with the Flamethrower ability rolls three 6s while making a defensive-fire attack, the moving unit that provoked the defensive fire is destroyed immediately.


Panzer III Ausf. F says,
Smoke Screen — Once per game, at the end of your movement phase, you may put a smoke screen in this unit’s hex. A smoke screen blocks line of sight into, out of, and through its hex. Remove the smoke screen at the end of the turn.”

Q: Can two units in the same hex as a smoke screen attack each other (at range 0)? A: Yes.

Q: Can a Nashorn use its Superior Optics ability to “ignore” a smoke screen? Nashorn says,
Superior Optics — While this unit is in a hill hex, it can ignore the terrain in any one hex when determining line of sight.”
A: No. Superior Optics allows the Nashorn to ignore one hex of terrain when determining line of sight. A smoke screen isn’t terrain and doesn’t modify terrain in any way.


SS-Panzer IV Ausf. F2 says,
SS Determination — This unit can move while disrupted.
Battlefield Awareness — This unit can make defensive-fire attacks against Vehicles that move out of hexes adjacent to this unit. (The defensive-fire attack must be made while the target is still in an adjacent hex.)”

Q: During my movement phase, my Panzer IV provokes defensive fire from one of my opponent’s units. My opponent rolls enough successes to disrupt the Panzer. Can the Panzer IV finish up the rest of its movement even though it’s disrupted?
A: Yes. The SS Determination ability lets the Panzer IV keep moving, even though it’s disrupted by defensive fire.

Q: How is Battlefield Awareness different from regular defensive fire?
A: Defensive fire is usually only provoked when an enemy unit moves from one adjacent hex directly into another adjacent hex. The Battlefield Awareness ability allows the Panzer IV to make defensive-fire attacks against Vehicles that move from an adjacent hex to a non-adjacent hex. Normally the firer can choose what hex the defensive fire attack occurs in, but if the enemy unit moves to a non-adjacent hex, the Panzer IV has to make the defensive fire attack while the target is still in the adjacent hex.

Q: Can my SS-Panzer IVAusf. F2 make defensive-fire attacks while disrupted?
A: No.


Wehrmacht Expert Sniper says,
Crack Shot — This unit gets +1 on each attack die.
Superior Camouflage — While this unit has cover, enemy units can’t attack this unit at medium or long range.
Headshot — Once per game, instead of attacking a Vehicle, you may roll six attack dice. If you roll three or more successes, put a face-up Disrupted counter on that Vehicle. This counter isn’t removed at the beginning of the next casualty phase.”

Q: Does the Crack Shot ability apply to Headshot?
A: Yes. The Crack Shot ability modifies attack dice, so the Wehrmacht Expert Sniper rolls successes on a 3 or higher.

Q: Does “have cover” mean that the Sniper has to succeed at a cover roll to get the Superior Camouflage ability?
A: No. A unit “has cover” just by being in hex filled with defensive terrain. This means that a Sniper with Superior Camouflage can’t be attacked directly at medium or long range while it’s in a forest, hill, marsh, or town hex.


Wehrmacht Oberleutnant says,
Angriff — In your assault phase, friendly Soldiers adjacent to this unit can move into an enemy unit’s hex and then attack that unit. They get +1 on each attack die for that attack.”

Q: Is this just like the Imperial Sergeant’s Banzai Charge ability in the Base Set?
A: Yes. It works exactly the same way.

Q: Can I use both Banzai Charge and Angriff on the same unit? Do they stack for +2 on each attack die?
A: No. Duplicate bonuses from commander abilities don’t stack. A single unit can benefit from any number of commander effects at the same time, but if more than one grants a bonus to the same roll or statistic, only the highest bonus applies.


Imperial Sniper says,
Superior Camouflage — While this unit has cover, enemy units can’t attack this unit at medium or long range.”

Q: Does “have cover” mean that the Sniper has to succeed at a cover roll to get the Superior Camouflage ability?
A: No. A unit “has cover” just by being in hex filled with defensive terrain. This means that a Sniper with Superior Camouflage can’t be attacked directly at medium or long range while it’s in a forest, hill, marsh, or town hex.










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