@amagicgiraffe:
hello people i am new here so excuse me if i ask an obvious question :-D
since a submarine and air units cannot attack each other without destroyer what happen if say i had a submarine vs a fiter and a cruiser. i was the attacker and i scored a hit with my submarine. my opponent wanted to save his planes as he was preparing for a big attack on my capital. he chose his cruiser as a casualty. then, the fighterr missed on his turn. what happens when a surviving submarine and fighter is in pplay. since they cannot fire at each other.
Newbie questions welcome.
You’re right, subs can only hit other naval vessels and never aircraft. Once you are down to only subs vs. aircraft, the battle is over.
also:
how does an aircraft carrier move with respect to the planes on it moving as well? since aircraft carriers have 2 move space. do they add 2 move spaces to the planes on them? i am lost here. :(
The best way to think about this rule is that planes must take off from carriers at the beginning of the move. Carriers never extend the movement beyond 4 of the planes. (Never is a strong word. Here is the exception: If you have an ally’s planes on your carrier, your carrier could move up to 2 spaces during your turn, carrying the ally’s fighters. Then on your ally’s turn, he can fly the 4 spaces with his fighters. In one game turn, the fighters could have traveled 6 spaces. But the saying holds true that a fighter can never ever move more than 4 spaces during ITS turn (on that power’s turn). And of course, this is not considering the long range aircraft tech. IIRC it’s 5 spaces with LRA, so then those fighters can’t fly more than 5 during it’s respective power’s turn, etc.)
with that said:
another question.i do not understand what is the significance of the aircraft carrier. my friend says that they’re advantages are for defending and if there are two fighters loaded onto it,the defense values of the carrier and planes are 4-4-2,being quite good.he also said that they allow planes to land.is that it? i dont find them very useful compared to like 2 destroyers.
Oh my goodness. :-) Your friend is on to something. Carriers are AWESOME. There are so many advantageous characteristics of aircraft carriers, I know I’ll forget some. Here are a few:
- Allow your fighters to defend your fleet. If you already have fighters, adding a carrier adds that 4-4-2 all for the price of 16. That is far and away better than any other naval purchase (if you already have the fighters and they’re not needed to defend land) Fighters costing 10 and defending at 4 are vastly superior to destroyers costing 8 and defending on a 2, in terms of fleet defense. To get fighters defending at sea, you must have carriers.
- Add a tremendous amount of attacking options for your fighters. Your fighters have to have a safe place to land. You can’t land on territories that you didn’t own at the beginning of your turn. Carriers are floating islands for your fighters. 1 Carrier could service 4 fighters, effectively. Imagine 2 on the carrier take off and attack and then land elsewhere. 2 fighters from elsewhere attack and land on the carrier. For maximum defense, you want 2 fighters per carrier. For maximum attack, you want 4. Having 3 per carrier is a nice in-between strategy.
- You can play catch. Multiple carriers can create synergies. Apparently you’ve never played anyone who knows how to use this, because if you did you wouldn’t be saying you don’t find carriers useful.
- In Global 1940 carriers are capital ships that can absorb a hit without sinking. So you’re getting 2 hits for 16 bucks (same as destroyers) but yet you have all the capabilities of carriers to carry fighters. If your carrier(s) survive the battle, they repair for free at a naval base, so right there they have a huge leg up on destroyers.
- In Alpha2 version, Tac bombers can strat bomb bases. Carriers can get those tacs in position to bomb more bases, or pick them up when they’re done.
Not an exhaustive list, because I am exhausted. In short, carriers are one of the most useful units in the game, and every good A&A player knows how to exploit their abilities to the max. Carriers = options. Options = advantage.
Cheers :-)