@Cmdr:
Per dezrt’s recommendation:
Here is the scenario:
America has an Aircraft Carrier in SZ 52 with 2 British Fighters on board.
England has an Aircraft Carrier in SZ 41 with 2 American Fighters on board.
On England’s turn, England moves the carrier, and fighters, in SZ 41 to SZ 52.
On America’s turn, America wants to attack SZ 37 with her two fighters and retrive them with her carrier.
According to SOME, this is impossible since the two American fighters ABSOLUTELY HAVE TO LAND ON THE BRITISH CARRIER AND NOT THE AMERICAN CARRIER. According to the rules that come in the box and LHTR 2.0 (Larry Harris Tournament Rules) this should be possible because SZ 52 still contains an aircraft carrier to hold the British fighters and thus, the British fighters do not have to violate the rule that they cannot move when not on their turn.
Which is Sz 37? I’m assuming it is 2 sz’s away.
The US must land on the UK AC b/c that is the only viable landing spot (per your scenerio).
In the given attack if the US AC moves into battle the two UK ftrs come with it (as cargo) but can’t fight. Upon completion of the battle the only available spot to land is the empty UK AC in Sz 52 (from where the US ftrs came).
@Cmdr:
Scenario 2:
Japan decides to attack the combined fleet in SZ 52 BEFORE America can make their attack on SZ 37. They fail to sink everything in the sea zone, but they do manage to destroy two British fighters and the British Carrier. Now, according to SOME, this means the American fighters splash into the ocean because they cannot change to a new carrier. But, according to the rules, the American fighters can land just fine on their own carrier since it has room for both fighters.
Not true, no one ever said they go splash. In this case the US ftrs land on the available carrier, which in this case is the US AC.
There is a difference between attack and defense.
You cannot move other countries units when you attack.
Exception: CARGO
Multinational units on a trn or
Multinational ftrs on an ac
@Cmdr:
Obviously, the correct interpretation of the rules is that you can keep or move any of your own fighters and carriers in any matter of your choosing provided you do not violate the rule that units cannot move unless it is their turn. (Except in the case when all carriers are sunk and defending fighters with no carrier to land on, AT ALL, in that sea zone can move one sea zone/territory to find a safe landing place.)
Now, absolutely NO BODY has been able to find a rule stipulating such silly rules as that your fighter is locked on whatever carrier it was on until you move it to a land zone for a FULL GAME ROUND, and then move it to a new carrier.
There is a rule like this for transports, but this is specifically created for transports because they do not act like normal. Transports, unlike aircraft carriers, transport CARGO. The only time Aircraft on Carriers are considered “cargo” is when you move the Aircraft Carrier with friendly fighters on board in the NCM portion (Phase 6) and this was only created as an escape so that friendly carriers would not be locked into a sea zone until all friendly aircraft left. It was never designed to handicap players preventing them from ever using their carriers for their own fighters again!
However, as I mentioned before, if anyone can find me a specific rule stipulating that once a fighter lands on a carrier, it is permanently locked on that carrier until the carrier or the fighter is destroyed in combat, or the fighter leaves for a full game turn leaving the carrier defenseless. Since no such rule exists, then it is pretty obvious that you can freely assign fighters to whatever carrier is convenient provided they do not change sea zones - even if it is not your fighter’s turn.
The Ftrs ARE CARGO. You cannot move other countries units when you attack.
The fighters only become “locked for purposes of attack” until the next time they can legally move. In the case of the US-Japan thing. The UK ftrs are stuck until UK’s next move.
I don’t think anyone is disputing your claims in terms of defense. You’re free to lose any AC/ftrs you want and have your ftrs land on the survivors HOWEVER if those ACs ARE NOT SUNK YOU CANNOT SWITCH CARRIERS.
EX - UK AC with 2 US ftrs and US AC with 2 UK ftrs.
If you take NO HITS the set up MUST REMAIN AS IS.
If you take 1 hit and lose an AC (say UK ac), the US AC must remain with the UK ftrs and the two US ftrs are free to land on an available island if present.
If you take 3 hits you can lose 1 UK AC, and 2 UK 2 ftrs and then have a US AC with 2 US ftrs left (or vice versa).
The problem with you idea of mix and matching is it can provide an advantage of extra movement by one country. Here is one last scenerio:
UK AC with 2 US ftrs in SZ 8. The UK lands 2 ftrs on a US AC in Sz 10 (due to German air threat). On the US turn you move the AC (with UK ftrs) to Sz 8. Now you simply can’t swap units because the UK AC is already occupied by 2 US ftrs. THEY CANNOT MOVE ON UKs turn AND They can’t land on the US AC in SZ 10 or switch to it in SZ 8 bc that AC is occupied by the 2 UK ftrs.
In order to do the switch you’d have to leave the US AC in Sz 10 empty (no uk ftrs), then move the AC to Sz 8, DECLARE the US ftrs (already there) are landing on the US AC, THEN on the Following UK turn move the UK ftrs to the now empty UK AC in Sz 8. But you can’t get around leaving the Sz with 2 AC and ONLY 2 ftrs at somepoint if you want to switch.