@shadowhawk “In non-combat it’s not legal to do moves that could result in combat. Your moving sub into a hostile seazone.” == not correct.
“Unlike other sea units, submarines can move through and even into hostile sea zones in the Noncombat Move phase. However, a submarine must end its movement when it enters a sea zone containing one or more enemy destroyers.”
Why would you want to do this?
To disrupt the loading/unloading of troops and convoy ops.
Example: Allies own Java with transports and navy in the SZ 42 (Java waters). Japan sneaks a sub to SZ42 on non-combat. On the US turn, they wanted to take the inf in Java to defend Philippines but they want to use the DD to kill the sub. Here’s the problem, the amphib movement is a non-combat (US owns Philippines in this scenario) so the transport can’t move until the non-combat phase. However, if the DD attacks, all units in SZ42 at the time of combat are considered to be part of the attack, so the transport would be an “attacker” and at the end of combat would have it’s movement expended. Thus, either the transport leaves the area and could amphib attack some other hostile territory as this would be combat movement, or just hangout around Phillippines WITHOUT unloading.
Or, the US DD doesn’t attack the sub, it lives and gets to convoy Java.
Of course, this kind of situation is not common. But it is a consideration
Exact wording of applicable rule:
If your units are sharing a sea zone with only enemy submarines and/or transports (a friendly sea zone) and you want to ignore them, the normal rules of combat movement apply. However, if they are sharing a sea zone with enemy surface warships (a hostile sea zone), or you are attacking enemy submarines and/or transports there, each of your units must do one of the following:
Remain in the sea zone and conduct combat,
Leave the sea zone, load units if desired, and conduct combat elsewhere,
Leave the sea zone, either to load units or to establish a retreat route, and return to the same sea zone to conduct combat, or
Leave the sea zone and conduct no combat
Remember, you can only load units in friendly sea zones, so if this sea zone is hostile, you must load them elsewhere.
Once these sea units have moved and/or participated in combat, they can’t move or participate in the Noncombat Move phase of the turn.
It doesn’t exactly answer my questions, but still.
So to summarize (or rephrase) about your example:
the initial plan is not blocked: it is still allowed to ignore the sub in SZ 42 during CM, and to load the Java unit and offload it to Philippines during NCM (sub don’t make a SZ hostile, so loading is allowed)
but the japanese sub cannot be attacked (neither by warships in SZ 42, nor by neighboring fleets) without cancelling the transport’s ability to follow the plan (non-combat amphibious move)
Is that correct? And additionally, this all becomes irrelevant if the allies transport already carries units, right? (in that case, it can move during CM to avoid the battle with sub, and offload during NCM)
Sorry to say that this all sounds like an exploit… None of the detailed steps are - per se - forbidden by the rules. But the total manoeuver is disrupted because of its chronology - most probably not something that was initially intended.
You’re mostly correct. I can’t speak to your last scenario.
There are a ton of little “loopholes” in the rules that allow for really clever maneuvers for very specific situations, like Great Southern Germany-Yugoslavia-Romania in one turn.
I trust that the designers considered many possibilities and that they intended for such a scenario to be possible.
You’re mostly correct. I can’t speak to your last scenario.
There are a ton of little “loopholes” in the rules that allow for really clever maneuvers for very specific situations, like Great Southern Germany-Yugoslavia-Romania in one turn.
I trust that the designers considered many possibilities and that they intended for such a scenario to be possible.
I doubt that many of the rules where actually designed in a way to create these kinda loopholes. They are more build this way to make the game easier to play and more structured for beginners. The loopholes are just side effects that the designers either didnt think of or didnt think people would abuse as they are kinda illogical.
You retreat abuse, well how would you do it otherwise? how can you keep track of what unit came from where? its a lot of extra problems. Its much easier just saying everything retreats to the same country.
Older versions even had the rule that no land units could retreat from amfib combat ( even ones comming from land ) just to simplify things.
This is just another 1 of these things where your not allowed to mix non-combat and combat moves to make the game easier. Otherwise you would need to keep track of the things that already moved.
Logically it makes no sence that units cannot just move during the combat move step. It actualy makes the game a lot easier and faster to play if you are mixing both phases. But you have to keep track of your moves better.
the initial plan is not blocked: it is still allowed to ignore the sub in SZ 42 during CM, and to load the Java unit and offload it to Philippines during NCM (sub don’t make a SZ hostile, so loading is allowed)
but the japanese sub cannot be attacked (neither by warships in SZ 42, nor by neighboring fleets) without cancelling the transport’s ability to follow the plan (non-combat amphibious move)
Is that correct?
Yes.
And additionally, this all becomes irrelevant if the allies transport already carries units, right? (in that case, it can move during CM to avoid the battle with sub, and offload during NCM)
No, it cannot. If the transport moves in combat movement and/or participates in combat, it cannot offload in noncombat movement, even if the land units were already on board at the beginning of the turn.
Sorry to say that this all sounds like an exploit… None of the detailed steps are - per se - forbidden by the rules. But the total manoeuver is disrupted because of its chronology - most probably not something that was initially intended.
It’s not disrupted by chronology as much as it is by the choice between attacking the submarine or moving the units. The ability of submarines to disrupt such movement is fully intended.
I doubt that many of the rules where actually designed in a way to create these kinda loopholes. They are more build this way to make the game easier to play and more structured for beginners. The loopholes are just side effects that the designers either didnt think of or didnt think people would abuse as they are kinda illogical.
This is very true. There are a few “loopholes” that were created by attempting to keep the rules simple. However, there are also some complex interactions, such as those between submarines and other sea units, that are intended to make the strategy richer.
In between, I re-read all the complex rules about transports and submarines interactions and understood my mistake. And also understood that the above-described situation is a result of all these rules that is not easy to avoid without adding a lot of complexities and exceptions.
Nevertheless I persist to think that this is a loophole which exists to keep the rules coherent and “simple” (as perfectly described by @shadowhawk), not something intended for the richness of the interactions.
Or one should explain to me why (out of which principle), in the situation described above, the rules allow:
On one hand to perform both a full scale amphibious assault (let’s say) into Western Australia with the transport+Java units and a sea battle against the sneaking sub
But force to choose, on the other hand, between a “simple” reinforcement of the Philippines and attacking the sub.
(I am discussing these points because I find them interesting, not because I have any pretensions against the game rules or its developers - Please don’t get me wrong)
I would add that you can consider the sub rules as an exploitable loophole, but I would say they refect the very real problems subs caused in naval battles. One unaccounted sub could cause massive disruption to a naval force (hello HMS Ark Royal)
This thread/discussion is not primarily about the game itself, but intended to help players calculating the outcome of battles. Also these calculations can be easily adapted to other games. As similar topics have been placed in the “Player Help” forum recently, this one consequently has to be placed there, too. Enjoy calculating, guys :-)
The US would usually not care if japan goes directly for north america since the US can drop a large load of units in west US and/or central. Japan losing the DEI is easily worth the allies losing alaska n western canada.
I have worn out the dice box does anyone know where to buy replacements?
Although I do love this game I must confess that the box got most of the wear and tear from me using it as my main rolling method for global.
It is great to be able to roll up to 12 dice for different units. If you have 4inf, 2 art, 3 tanks, 2bombers we do one roll in the box. First 2 dice are infantry, next 4 are artillery and upgraded infantry, next 3 are tanks, next 2 are bombers, and the last die is disregarded.
Much faster and great anticipation revealing the dice.
Page 18 of the Euro rule book and page 16 of the Pacific rule book
My interp. of this is 1 sub, 1 carr with 2 planes. the sub gets a hit what happens …… the carr is tipped and the planes are in the air if the sub does not fire a second shot then the planes need to land within their movement allowance. If you had 2 subs and they both hit then the carr would go down I would say the planes would get away because subs cant hit air units
Those two pages answer the Q’s for me
The movement allowance is only one when defending. The planes would need to land on an adjacent island, coastal tt, or friendly carrier w/room on board.
If you oppenet selects the Cv as the OOL you always retreat and cost them the fighters it turns out better for you as you can then attack again especially if the Cv has one or two turns to take before it reaches a port
As the attacker yes, it’s great when your opponent takes the CV as a hit (and especially if they have nowhere to land the fighters).
As the defender, you don’t get the opportunity to retreat so if the attacker takes the CV as a hit, they still have more offense than they would if they lost a fighter (even if they end up losing all their fighters in the end, they have a greater chance of winning).
I guess it all depends on which side you’re on and how badly you want/need to win that naval battle.