Victor, that depends on what your opponent is. If you’re using the French as part of a Vichy France Axis fleet then it would be used against your Allied opponent. If you’re using the French as part of an Allied fleet then you would use it against your Axis opponent.
Also, the SA does not mention a Gunnery value. So, that means the scoutplane cannot attack enemy planes at all. It may attack ships (not subs) since it has a Bomb Attack value of 2.
I see this only being useful versus auxiliaries and destroyers. Even if you rolled 2 6’s you would be hard pressed to do any damage to a cruiser nevermind a battleship (probably not a carrier either). It could be a good way to hurt your opponent’s anti-sub destroyers.
Since the scoutplane SA also does not have a depth charge attack you are not able to use it to attack subs.
Thank you for responding to my question Raven because It is because I only own War at Sea units(47 to be exact), 5 Task Force and all 7 of the starter set units so i was confused by what the ability mean’t. (haven’t bought any new booster packs in over a year because my stepdad won’t let me).
Hi Victor I’m glad I could help. You may want to try proxying the units and use the scans of the stat cards in the meantime. It’ll give you a taste for what else is out there and it will help you with your fleet building skills (PLUS you’ll get to play with more units, which is a lot of fun).
Range 1 AA is actually quite useful and I think heavily focused on US units (other nations may have it but none jump to the front of my memory). Imagine this. You have a unit with range 1 AA. You either put this unit in the center of your formation effectively giving a 3rd Air Defense attack to protect everything around it (or itself). OR, you put it on an edge of your formation pushing your AA defense our one square. The latter approach works well against Kondors or Catalinas who usually stay outside of sectors containing enemy ships so they can use their SA to buff attacks (whether Pinpointer or Shadowing).
I played a game this past week where Range 1 AA brutalized me. I was using a carrier German fleet (2 Graf Zeppelin, 2 BF 109, 2 Stukas, 1 Karlsruhe and 3 Karl Galsters. My opponent was US. He had no planes. Just a North Carolina, a cruiser, and some destroyers. His range 1 AA ship was in sector A with a destroyer, his BB and a destroyer were in a sector adjacent. The last destroyer was adjacent to the range 1 AA ship. He effectively gave each of the two outer sectors an extra air defense roll. That roll aborted my planes several times and then killed one of the Stukas.
If he didn’t have that SA I most likely would have gotten a Stuka through and then would have taken away the ER on his BB and could potentially have won the game. The actual outcome was all of my units were destroyed and I took out all of his except the BB. He negated any air power I had through his superior anti-air capabilities. Range 1 AA played a huge role in doing that.
Short answer to your question is, giving more dice for AA still means that AA roll is only in the same sector as the ship. It does nothing to impact aircraft in neighboring sectors.
Have those Axis and Allies Task force errors been fixed by the company? (u 66 speed rating, f6f-3 hellcat vital armor rating and the gunnery symbol on aircraft when it should be the machinegun symbol)
They have acknowledged the error, officially, and put that into an errata. But, they have not (and likely won’t) edit the actual stat cards to fix the error. You can use the rulebook from the 2010 Starter, which should have the information included without need for an errata.
lamotte-picquet spec. ability would it be used against an axis plane or allied plane? Love playing the game!
Victor, that depends on what your opponent is. If you’re using the French as part of a Vichy France Axis fleet then it would be used against your Allied opponent. If you’re using the French as part of an Allied fleet then you would use it against your Axis opponent.
Also, the SA does not mention a Gunnery value. So, that means the scoutplane cannot attack enemy planes at all. It may attack ships (not subs) since it has a Bomb Attack value of 2.
I see this only being useful versus auxiliaries and destroyers. Even if you rolled 2 6’s you would be hard pressed to do any damage to a cruiser nevermind a battleship (probably not a carrier either). It could be a good way to hurt your opponent’s anti-sub destroyers.
Since the scoutplane SA also does not have a depth charge attack you are not able to use it to attack subs.
Thank you for responding to my question Raven because It is because I only own War at Sea units(47 to be exact), 5 Task Force and all 7 of the starter set units so i was confused by what the ability mean’t. (haven’t bought any new booster packs in over a year because my stepdad won’t let me).
Hi Victor I’m glad I could help. You may want to try proxying the units and use the scans of the stat cards in the meantime. It’ll give you a taste for what else is out there and it will help you with your fleet building skills (PLUS you’ll get to play with more units, which is a lot of fun).
Got a new question Raven why do some units have range one anti-air when a special ability could grant them more dice to roll?
Range 1 AA is actually quite useful and I think heavily focused on US units (other nations may have it but none jump to the front of my memory). Imagine this. You have a unit with range 1 AA. You either put this unit in the center of your formation effectively giving a 3rd Air Defense attack to protect everything around it (or itself). OR, you put it on an edge of your formation pushing your AA defense our one square. The latter approach works well against Kondors or Catalinas who usually stay outside of sectors containing enemy ships so they can use their SA to buff attacks (whether Pinpointer or Shadowing).
I played a game this past week where Range 1 AA brutalized me. I was using a carrier German fleet (2 Graf Zeppelin, 2 BF 109, 2 Stukas, 1 Karlsruhe and 3 Karl Galsters. My opponent was US. He had no planes. Just a North Carolina, a cruiser, and some destroyers. His range 1 AA ship was in sector A with a destroyer, his BB and a destroyer were in a sector adjacent. The last destroyer was adjacent to the range 1 AA ship. He effectively gave each of the two outer sectors an extra air defense roll. That roll aborted my planes several times and then killed one of the Stukas.
If he didn’t have that SA I most likely would have gotten a Stuka through and then would have taken away the ER on his BB and could potentially have won the game. The actual outcome was all of my units were destroyed and I took out all of his except the BB. He negated any air power I had through his superior anti-air capabilities. Range 1 AA played a huge role in doing that.
Short answer to your question is, giving more dice for AA still means that AA roll is only in the same sector as the ship. It does nothing to impact aircraft in neighboring sectors.
Have those Axis and Allies Task force errors been fixed by the company? (u 66 speed rating, f6f-3 hellcat vital armor rating and the gunnery symbol on aircraft when it should be the machinegun symbol)
They have acknowledged the error, officially, and put that into an errata. But, they have not (and likely won’t) edit the actual stat cards to fix the error. You can use the rulebook from the 2010 Starter, which should have the information included without need for an errata.
Any of your opponents should accept this since it does officially exist. You can refer to War at Sea February 27, 2009 Rules Clarifications (this is not the most up to date) in the meantime.