• Lol found it, I did read the book before I posted but did not find it. Cheers.


  • @kcdzim:

    I’m going to be perfectly honest:  that was posted by Krieg on LHG and I posted it here as there is a mirrored conversation going on.

    Awwwww…… what a letdown.

  • Sponsor

    Can britain attack a German submarine with only a cruiser and a battleship?


  • Sure, but only if the German wants to fight.  Since there is no dd present the defending sub has the choice to submerge or not.


  • 8. Strategic Bombing Raids procedure:
    • Escorts fire @1, and interceptor casualties are immediately removed.
    • Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
    • Surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.
    • The target fires its AA defenses at the attacking aircraft - @1
    • Surviving bombers attack their target, looking for the highest number possible.

    When bombing, each Strategic bomber rolls one die and 2 is added to each die result, giving the total number of hits the target will receive. Gray chips are placed under the target for each hit received.

    Tactical bombers
    Tactical Bombers can also conduct bombing raids. They are limited to attacking only naval bases and airbases, however. Other wise they follow the exact procedure as strategic bombers presented above. When bombing they roll one die. The number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with tactical bombers.

    Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
    It cost 1 IPC to remove each damage marker.

    Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned.

    Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.

    My question is:

    In Alpha +2 during a strategic bombing raid on an mIC for example, can the interceptors be allied fighters or do they have to be fighters belonging to the same power as the mIC being bombed. I know allies can scramble to defend a sea zone from a territory with an airbase. Are they are treated as defending fighters regardless. I would still like this clarified.

    Cheers

  • '18 '17 '16 '11 Moderator

    Page 16, Europe Book:

    Any number of defending fighters based in a territory that is about to be strategically bombed can be committed to participate in the defense of that territory’s facilities.

    So any fighters, friendly or your own, that are in the territory being attacked by a strategic bombing raid may intercept.

    This is akin to the allied defense rule, where if there is an allied fighter on a carrier you are attacking, it gets to defend.


  • Jenn is right - one thing that actually is consistent in A&A rules, is that all Allied units defend together (unless one or more powers are not at war) in all circumstances, even interceptors and at scrambling opportunities.

    For example, from Scotland you could potentially have a French, American, and British fighter each scramble to 3 different sea zones, and you could have those same 3 fighters go up to intercept an SBR on the airbase.


  • @gamerman01:

    For example, from Scotland you could potentially have a French, American, and British fighter each scramble to 3 different sea zones, and you could have those same 3 fighters go up to intercept an SBR on the airbase.

    I believe your “and” (which I emboldened above) should be an “or”.  The same fighters can’t participate in the fighting over the sea zones and act as interceptors against bombing raids in the same turn.


  • @Pan:

    @gamerman01:

    For example, from Scotland you could potentially have a French, American, and British fighter each scramble to 3 different sea zones, and you could have those same 3 fighters go up to intercept an SBR on the airbase.

    I believe your “and” (which I emboldened above) should be an “or”.  The same fighters can’t participate in the fighting over the sea zones and act as interceptors against bombing raids in the same turn.

    Right.  I was thinking in terms of the fact that they can do both (but not at the same time), but the “and” leaves an opening for misinterpretation - good catch.


  • Sweet thanks.


  • Just to clarify:

    A seazone X contains an island Y. Moving an airplane from seazone X onto island Y costs one point of movement, right?

  • Sponsor '17 TripleA '11 '10

    Correct.

  • '18 '17 '16 '11 Moderator

    Let us pretend the following Situation:

    There are 48 enemy transports in SZ 91 with no defense units for them.
    There is a German aircraft carrier, submarine and 2 fighters in SZ 112.
    There is 7 American Battleships, 3 American Loaded Aircraft Carriers, 14 American Destroyers and an American Cruiser in SZ 110.

    Germany attacks the fleet in SZ 110 with 1 Submarine and sends a fighter to SZ 91 claiming that even though there is a statistical impossibility that the submarine will win, there is still a chance (however miniscule) that the submarine COULD sink all those American ships in SZ 110 and thus, the Carrier from SZ 112 could move to SZ 91 and retrieve the fighter.

    The submarine, of course, is killed mercilessly by overwhelming firepower.
    The fighter sinks all 48 transports in SZ 91 (stranging all those units in Gibraltar)
    The fighter then falls into the water because there is no legal landing spot.

    The allied player is complaining that the move is illegal because there is no chance the submarine has to win and you are sending a fighter out to die that you KNOW cannot have a landing spot within it’s 4 territory movement range.

    I am contending this is a well established loophole that has existed for quite some time in many versions of the game.  Since the submarine has a theoretical chance of winning, then the carrier could move to retrieve the fighter.  Just because the submarine loses and the carrier no longer has the possibility of moving to recover the fighter does not invalidate the move and the fighter, along with all 48 transports go to the bottom of the Ocean.

    Question:  Did Larry close this loophole, or does it still exist?


  • As hilarious as the situation is, that loophole does exist.


  • @Alsch91:

    As hilarious as the situation is, that loophole does exist.

    And I doubt it will be closed anytime soon.  :)

    Best loophole ever.


  • I don’t see how this is a loophole. Doesn’t it clearly say in the rules that this is permitted? It says in the unit profiles under aircraft that you MAY assume all attacking units will hit (so the sub would kill the whole fleet), and that you MAY assume the defending units get only misses (so the sub would live all the way through).

    I haven’t played many global games (I still don’t own Europe 1940), and I also don’t really understand the different rule sets. I’ve only played with the rules out of the box (are those alpha +2 or what?). So maybe this is different for different rule sets. Anyone know more than me?


  • About what Jenn asked (It is in our game we are having this issue) I feel it is needed to point out that we are in a low luck game, so that sub does not have a chance to win the fight versus 12+ Ships 6+ planes. The question is, does low luck affects this loophole?

    ALSO, I’m almost certain that in order to have a valid suicide plane attack you need to actually do the fight, not just sit behind the fact that you could “possibly”
    I did do the fight.  My submarine missed and due to LL, I didn’t bother rolling your fleet given you had way more than 6 punch. ~Jen

    She says that, in ADS, theorically, her sub could destroy my entire fleet (some 12+ ships) Which, I agree. But we are in low luck, PLUS, she would actually need to do the fight. If she DOESNT do the fight and just pretends she could win it, I doubt that makes it a valid suicide.


  • LL is different again. Since its not random and the end result can be worked out, I would say NO you cannot do this with LL. There was clear definitions on the Harris website, stating the difference between everything on this topic. ( In regards to defining a legal landing space ) I can find it but right now it is sleep time. Since these games dont cover LL because I think its classified as a house rule, they probably wont have a rule on this. So common sense says since you know the out come of every battle, before it takes place, not including battles that are equal and require the remainder to be rolled then you could not use this in LL. Can anyone else back this up with references as this is  just my opinion on the subject.

  • Official Q&A

    It’s not a loophole.  It’s a rule.

    When dealing with this situation, a line has to be drawn somewhere.  Many people would like it to be drawn at a “reasonable” chance of success.  However, everyone has a different opinion on what is reasonable.  Besides, do you want to calculate the odds every time to see if it’s legal?

    Dispensing with that, you’re left with the choice of either allowing it if there’s any chance at all of success or disallowing it if there’s any chance at all of failure.  The designers chose the former.

    As for how Low Luck affects this rule, I’ve opined on that in this thread.

  • '18 '17 '16 '11 Moderator

    So essentially it is a rule and all game rules are in effect LL as they are in ADS games.  The difference is that in LL the outcomes are mostly pre-determined.

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