@Cow:
sent lone fighter to battle it lived… do i have to land it or can i crash it?
I assume you’re asking because you committed a carrier to pick it up. If the carrier can still make it there, you must move it to get the fighter.
@ncscswitch:
Attacking FIGs can move the remainder of the allowed movement range. If they have no moves left when they reach the battle (their only original landing choice was the AC that was lost during combat), or if no other landing zone is within range, they die.
Oh, so in combat move phase you can actually use all 4 movement points of a fighter? (if you have or will have aircraft carrier in the destination combat space)
@ncscswitch:
Attacking FIGs can move the remainder of the allowed movement range. If they have no moves left when they reach the battle (their only original landing choice was the AC that was lost during combat), or if no other landing zone is within range, they die.
Oh, so in combat move phase you can actually use all 4 movement points of a fighter? (if you have or will have aircraft carrier in the destination combat space)
yes, but then if you w/d from that battle, the ftrs that moved 4 can not come with you.
Axis roll is correct in that if you move 4 spaces to combat, and the AC withdraws, the FIGs cannot retreat.
Also, you cannot partial retreat.
So once you pull back the ships, the FIGs also disengage from combat, even though they cannot leave the sea zone.
And to the prior question… yes the 2 FIGs would get their defensive rolls on the SUB.
@ncscswitch:
Axis roll is correct in that if you move 4 spaces to combat, and the AC withdraws, the FIGs cannot retreat.
Also, you cannot partial retreat.
So once you pull back the ships, the FIGs also disengage from combat, even though they cannot leave the sea zone.
And to the prior question… yes the 2 FIGs would get their defensive rolls on the SUB.
Yahoo!
I’m 2 for 2… quiz me some more :)
Which is why, if you have 4 fighters and 2 went max distance, and you have to retreat, kill the ones that are bingo fuel first!
@ncscswitch:
Axis roll is correct in that if you move 4 spaces to combat, and the AC withdraws, the FIGs cannot retreat.
Also, you cannot partial retreat.
So once you pull back the ships, the FIGs also disengage from combat, even though they cannot leave the sea zone.
And to the prior question… yes the 2 FIGs would get their defensive rolls on the SUB.
Yahoo!
I’m 2 for 2… quiz me some more :)
What is the range of a coconut-laden swallow?
What is the range of a coconut-laden swallow?
Is that a long range European coconut-laden swallow or an Jet Fighter African swallow?
@Bean:
What is the range of a coconut-laden swallow?
Is that a long range tech coconut-laden swallow or an African swallow?
I don’t know……AAAAAAAaaauuuuuggggg
@ncscswitch:
Axis roll is correct in that if you move 4 spaces to combat, and the AC withdraws, the FIGs cannot retreat.
Also, you cannot partial retreat.
So once you pull back the ships, the FIGs also disengage from combat, even though they cannot leave the sea zone.
And to the prior question… yes the 2 FIGs would get their defensive rolls on the SUB.
I’m not disagreeing, but this is inconsistent with how other units retreat:
When an Inf retreats, it has moved its full amount.
A tank can retreat whether it has moved 1 or 2 spaces.
In fact, you can retreat to a territory on the other side of the target territory, provided that attacking units also came from that territory. eg. UK units attack Karelia from Norway and Archangel and UK tanks from Moscow, and then retreat. All units can retreat to Norway. You end up with Infantry that have moved 2 and Arm that have moved three, and this through hostile territory yet!
Where in LHTR does it say that Ftrs have different retreat rules?
Also re: subs firing:@axis_roll:
quick question, probably an obvious answer
SS attacks AC 2 FTR
sub hits in the first strike round, and kills the AC
do the fighters get to strike back?
Im sure the answer is yes, but I would think it makes more sense to say nothat sub attacks before anyone knows its there. those fighters dont get a chance to take off… in real life.
of course it does take a little while for a carrier to sink…Since there is no DD present, the carrier is sunk in opening fire.
According to LHTR, subs can submerge AFTER any round of battle as long as no enemy DD is present. This implies the ftrs do indeed get to fire upon the sub.
With respect, when the subs submerge has nothing to do with whether the Fighters are still alive to fire at them. If they sank with the AC, it doesn’t matter when or whether the subs submerge.
However, Mateoo makes a good point - it can take a while for an AC to sink. Perhaps the air units are patrolling anyway. The question is, when do Ftrs launch? Before the opening fire step? After it? During it?
Pg 14 of LHTR 2.0:
Air units withdraw by “disengaging” and staying in the contested space. Only air units do this.
They must complete their withdrawal by moving to a friendly space in the noncombat movement
phase. If they do not have sufficient movement points left in their total allocation to do this they
are destroyed.
Pg 16 of LHTR 2.0
Return disengaging air units to the game board contested space. Air units complete their
withdrawal in the noncombat movement phase by moving to any friendly space within the
remainder of their total movement range.
A fighter can complete its withdrawal to a friendly aircraft carrier or to a friendly sea zone, as
long as a carrier moves there this turn.
You may have planned to have your fighter end its total movement for that turn at the contested
sea zone. You moved the fighter its full movement point allowance to reach the sea zone in
combat movement. You had intended to have a carrier there to pick it up before the conclusion of
this turn. If you withdraw your units from this sea battle, your fighter disengages from battle as
per the paragraphs above, but it has expended all its movement points with no place to land and is
lost and removed from play.
Your fighter is permitted to complete its withdrawal in a sea zone adjacent to an industrial
complex you own if you have purchased an aircraft carrier that turn and will subsequently place
that carrier in the sea zone where your fighter ends its turn.
Also p. 8:
A land or sea unit may move a number of spaces up to its movement allowance Most units must
stop when they enter a hostile space. Thus, a unit with a move of 2 could move into a friendly
space and then a hostile space, or just into a hostile space.
An air unit’s movement in any complete turn is limited to its total movement allowance. If it
moves in the combat move phase, it must always reserve enough movement points for the
noncombat movement phase to reach a safe landing space. Thus, a bomber without long range
technology can never move 6 spaces to get to a battle site. A fighter without long range
technology may be able to move 4 spaces to a sea battle, but only if a carrier could be there by the
conclusion of the mobilize units phase.
Now re: the subs/ACs/Ftrs question, see p. 13 of LHTR 2.0:
Submarine Casualties and Destroyers
If a destroyer is present on the battle board in a combat involving enemy submarines, the
submarines’ casualties can fire back at the normal time in the combat sequence, provided they
have not already fired in step 2. They remain on the battle board in the casualty zone until Step 6.
The destroyers provided enough advance warning to allow return fire.
and p. 27:
A fighter based on a defending carrier that is destroyed in combat must try to land. It must land
on a different friendly carrier in the same sea zone, move 1 space to a friendly territory or aircraft
carrier, or be destroyed. This movement occurs after all of the attacker’s combats have been
resolved and before the attacker’s noncombat movement phase begins.Your fighter based on your attacking carrier launches before combat (even if it is not participating
in combat), and if it survives, can withdraw to a friendly territory or carrier within range. If any
fighter is not in an eligible landing space by the end of the noncombat move phase, it is
destroyed.
and p. 28:
Fighter Defense: Whenever a carrier is attacked, its fighters (even those belonging to friendly
powers) are considered to be defending in the air and can be chosen as casualties rather than the
carrier. (However, a fighter can’t be chosen as a casualty from a submarine hit, because
submarines can attack only sea units).
That last part clinches it. WHENEVER a carrier is attacked, the fighters are considered to be in the air.
Ender….what ARE you saying if you’re not disagreeing? :? :? :? :?
Ender….what ARE you saying if you’re not disagreeing? :? :? :? :?
I’m just musing, and reading the rules. It seems you are right.
@Ender:
Ender….what ARE you saying if you’re not disagreeing? :? :? :? :?
I’m just musing, and reading the rules. It seems you are right.
Yes, this is an exception to an exception (planes are exceptions in their own ‘normal’ non-combat moves) and then you’ve got their a/c’s being lost from under them…
Which is why I posted on two boards to get an answer.
Oh thanks. I just learnt something.
I never knew you could use the full movement points of a fighter to attack a sea zone.
So you have an aircraft carrier in range of that sea zone, and you declare you’ll move it there in non-combat.
If the fighter dies and aircraft carrier capacity is no longer required, do you still have to move the aircraft carrier there in non-combat?
If the fighter withdrew and aircraft carrier capacity is required, do you still move the aircraft carrier there in non-combat? The sea zone is hostile.
Isn’t it funny you attack a sea zone and a fighter has no more movement points left. Are you still allowed to retreat?
Not to worry. I think LHTR covered it well. Just funny situations. And possibly inconsistent philosophies.
It gets even funnier in some special circumstances…
1. You send FIGs to attack SZ27, but you need an AC moved to SZ27 to give them a place to land.
2. You have an AC and 1 SUB in SZ29.
3. There are 100 enemy SUBs in SZ28.
It IS LEGAL to declare your FIGs going to SZ27, that your SUB will attack SZ28, and your AC will travel to SZ27 to recover FIGs in NCM after your SUB clears out SZ28. Eventhough the odds of winning SZ28 are effectively zero, there is still a chance that you can do it, therefore the declared move above is totally legal.
And of course when your SUB dies in SZ28, you are prohibited from sailing through, your FIGs in SZ27 go splash, and you can move your AC wherever you like in NCM (like back to SZ35 away from those 100 enemy subs! :-D )
@ncscswitch:
3. There are 100 enemy SUBs in SZ28.
jenforces! w00t