Transports are no different than other units in this game as regards casualties. They don’t need to be taken last, and they are not automatically destroyed when alone. If you choose to sacrifice your warships to protect your transports, they can retreat if they survive.
Landing-spot trickiness
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Axis Roll is correct. All Combat moves take place at first. Then, all Noncombat moves happen next.
In this case, the India battle happens after the Bay of Bengal fleet attack.
Then, in noncombat move, if the fighter can move one space, it may. If not, it is lost at sea.
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Axis Roll is correct. All Combat moves take place at first. Then, all Noncombat moves happen next.
In this case, the India battle happens after the Bay of Bengal fleet attack.
Then, in noncombat move, if the fighter can move one space, it may. If not, it is lost at sea.
Wat he said. Post count +1
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I get the logic, but what is your source to determine that this is correct? And even if we can safely say that it lands after all Combats are over, exactly when does it land? At the beginning of the enemy’s Noncombat Move? At the end of it? After all land & sea units have done their Noncombats but before his planes have landed?
Let’s say that instead of being limited to one potential emergency-landing-spot, my Fighter has several options. Now, the timing of my landing matters. If I land first, my opponent can adjust his movements to compensate. If my opponent does all of his NCMs and then I pick a landing spot, I get to take his positioning into account before I land. Either way, someone gets a slight advantage, and I am fairly certain that the timing has not been clarified anywhere in any ruleset.
~Josh
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By gum, I think that’s actually quite true. I don’t think it HAS ever been clarified exactly when an enemy fighter lands.
This ought to go on the Larry Harris design forum. They’re thinking about releasing a Deluxe version with clarified rules & other stuff.
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The fighter definitely lands at the end of combat and cannot fight twice. The following is a quote from page 8 of LHTR:
All combat takes place at the same time, but
each affected territory or sea zone is
resolved separately and completely before
beginning to resolve another combat. The
attacker decides the order. No new units may
enter as reinforcements once combat has begun.Since all combat takes place at the same time, the fighter cannot fight in two battles.Â
I agree that LHTR does not appear to clarify the order in which attacker’s NCM and defender’s fighter landing occur. All it says is the following, on page 19:
A fighter based on a defending carrier that is
destroyed in combat must try to land. It must
move 1 space to a friendly territory or
aircraft carrier, or be destroyed.SS
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Logically, I would say after all combat has been resolved. Once combat has been resolved, only the Nation’s turn can do noncombat movement.
The movement of the defending fighter is a combat related movement, as it deperately seeks friendly airstrips.
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In which case, the defending fighter has to find its landing spot first. I would agree with that.
SS
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Logically, I would say after all combat has been resolved. Once combat has been resolved, only the Nation’s turn can do noncombat movement.
The movement of the defending fighter is a combat related movement, as it deperately seeks friendly airstrips.
On the other hand you can picture it like this:
Fighter takes off from carrier to protect the fleet, the attacker retreats with this fighter left as the only survivor. Not logical that it is searching an airstrip before the attackers have moved away. Only after the attacker has retreated fully and NCM’d his planes away would it be logical to land. At which point it realises the ac has been sunk and is “desperately seeking a landing spot”.
Fight off enemy, secure the area THEN worry about landing.
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I would agree the defending fighter has to find the landing spot first.
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All combat is considered to take place simultaneously, so the fighter would have to land during Non-combat movement. If India was captured the fighter crashes into the ocean, if India is still in UK hands the fighter can land there.
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The CD rom played it this way:
It’s the attackers turn, so he conducts all non-combat.
The attacker gets to choose where to land the defending fighter.This makes sense to me.
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Interesting.
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Interesting, yes.
Recommendable, in my humble opinion, no.
Giving the attacker movement-control over the defender’s unit is far more anomalous to the rules (and thematically, well, weird) than simply defining when the defender must land his errant Fighter. The most logical time seems to be between the attacker’s Combat and Noncombat Move phases, with the unit’s owner choosing between any legit locations.
~Josh
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Interesting, yes.Â
Recommendable, in my humble opinion, no.
Giving the attacker movement-control over the defender’s unit is far more anomalous to the rules (and thematically, well, weird) than simply defining when the defender must land his errant Fighter. The most logical time seems to be between the attacker’s Combat and Noncombat Move phases, with the unit’s owner choosing between any legit locations.
~Josh
What’s more anomalous?
Defender being able to move as a result of combat?
a Player moving his pieces during another players turn?
This for sure is a unique situation that can not be compared to another any where else in the rules.
During a players turn, moves will be made to further that players position. Why would an attacker want/allow a defender to be able to move his piece into a more favorable position on his turn?
Withdrawing is an attackers privilege and I might be stretching this, but I can see landing the defending fighter elsewhere (other than the embattled seazone) as a type of retreating… so the attacker would be privileged to control such.
Notice I said the CD-Rom played it that way, so this does have a precedence I looked in the 2nd, 3rd and Revised Operations Manual and there is no reference to who makes this move.
We certainly can discuss this ad nanauseabut if someone else has not done so by this evening, I will post on the Larry Harris board this dilema in an effort to get an ‘official’ answer.
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There are other similar situations in the game where during another player’s move, a player makes moves to further their position.
eg. in Classic you can withdraw defending subs to another territory
eg. in Revised you still have to decide to submerge/not submerge your sub
eg. defender choosing casualties to further their positionSome of these may be a stretch, but do satisfy the criteria you laid out.
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There are other similar situations in the game where during another player’s move, a player makes moves to further their position.
eg. in Classic you can withdraw defending subs to another territory
that’s classic and we’re discussing revised. I got slapped a bit when it came to discussing ftrs and landing on carriers when I had my ‘classic’ hat on.
eg. in Revised you still have to decide to submerge/not submerge your sub
submerging is not MOVING out of the current territory/sea zone
eg. defender choosing casualties to further their position
Now that’s a real stretch IMHO.
what does that have to do with moving any units?Perhaps moving them off the battle board….
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that’s classic and we’re discussing revised. I got slapped a bit when it came to discussing ftrs and landing on carriers when I had my ‘classic’ hat on.
We have agreed that this scenario is not in the rulebook, and you already said you tried looking in the 2nd and 3rd edition rules, so I don’t think I’m out of line making mention of a situation in classic that has at least some correlation to this situation, when I clearly state that it is from classic.
submerging is not MOVING out of the current territory/sea zone
I didn’t say it was moving out of the sea zone, but it is an example of a defending player making strategic decisions (“moves” so to speak)during another players turn.
Now that’s a real stretch IMHO.
Sure it’s a stretch (as I also clearly mentioned in my post)…
Some of these may be a stretch, but do satisfy the criteria you laid out.
…but it is an example of making strategic decisions during someone else’s turn. And would be my argument against allowing an attacked to decide where to retreat the fighter to, as you are suggesting:
Withdrawing is an attackers privilege and I might be stretching this, but I can see landing the defending fighter elsewhere (other than the embattled seazone) as a type of retreating… so the attacker would be privileged to control such.
Sorry, not buying it.
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I think the rules state it pretty clearly that it is a combat related move. Combat related moves, allow defender options regarding their defending units.
giving the option of where to land the defender’s units to the attacker is not consistent with any part of the rules.
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Seems to me that the fighter would stay in the seazone until all of the Japanese combat moves are over (as would any potential Japanese aircraft). After all combat moves are complete, noncombat moves would cover the return trips of all aircraft. Aircraft return trips apparently occur at the very end of NC moves, according to the error correction page at wizards/avalon hill:
A fighter leaves an aircraft carrier and attacks a transport in an adjacent sea zone. After the battle, the fighter returns to the aircraft carrier. Can the aircraft carrier then move its two spaces with the fighter?
No. Fighters land at the very end of non-combat movement. To land on the carrier, the fighter must fly to the sea zone where the carrier will be at the end of non-combat movement.
http://www.wizards.com/default.asp?x=ah/faqs/axisrevised–on the triplea game I believe aircraft movement works like this too, even if you retreat, the aircraft stay in the zone until noncombat for attacker and defender. That game is not exactly an authority I know, but a correlation no less.
On the other hand, the rule book does say in the combat move phase section that in general units can only take part in combat once a turn, and gives the example of multiple AA guns enroute to strategic bombings, but does not say if that is the only time that could happen.
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According to both the OM and LHTR, the FIG that survived the attack in SZ35 is returned to the game board in SZ35 at the end of that combat, then the other combats are resolved, THEN the UK FIG can try to land.
So, in the above scenario, the UK FIG splashes down either where it is in SZ35, or flies to one of the adjacent SZ’s and splashes there (unless an allied AC happens to be in one of those SZ’s).