@Gamerman01:
Krieghund’s take on it is that it is illegal. :lol:
Page 28, under aircraft carriers:
“In fact, a carrier must move if it’s able, or remain in place, in order to provide a landing space for an air unit that would not otherwise have one.”
You know what? Â It also says it in another way at the bottom of page 27 under air units.
I’m not so sure about the minimum one round of combat thing.
Say you send a sub to attack 2 battleships, and the battleships would have to be sunk in order for the carrier to pick up the aircraft. Â Your sub can’t possibly sink the 2 battleships in less than 4 rounds.
The rules are clear you can’t use a planned retreat of a carrier to make a safe landing spot. Â However, I can’t tell whether a one round attack legitimizes a fighter attack out of range…
Page 27 of the rulebook - “You can’t send air units on “suicide runs” - deliberately moving them into combat with no place to land afterward. Â If there is any question about whether an attack is a suicide run, then in the Combat Move phase you must declare, prior to rolling any battles, some possible way (however remote the possibility is) for all your attacking air units to land safely that turn. Â This could include a combination of combat moves. Â It could also include noncombat moves by a carrier. Â If it does include a noncombat move by a carrier, then the carrier can’t move in the Combat Move phase…”
Let’s suppose your combat move is to send send fighter(s) over my battleship to attack something vulnerable, and you send one fighter to attack battleship. Â The only way you can pick up the fighters that flew over, is to send a carrier into or through the zone with my battleship. Â There is now “any question about whether an attack is a suicide run”. Â But you say, well I can assume my fighter keeps hitting and your battleship keeps missing. Â I say, fine, you’re right, it’s possible that you could clear my battleship and pick up the fighter.
But then you attack my battleship and miss, and my battleship misses. Â And now you want to retreat. Â But you declared during combat movement that there was a possible way that you could clear the battleship - if your fighter keeps hitting and my battleship keeps missing. Â But now that your fighter missed, you want to retreat? Â Then there’s no possible way that you could clear the zone. Â Also, it’s impossible for your fighter to clear the zone in less than 2 rounds from the beginning. Â Seems like a suicide run.
I’m not sure what the official answer is, but I’m presenting a point of view that seems congruent with the rules. Â My first thought was what SAS said - that a one round hit and run is sufficient… Â But after reading the rules again I’m not so sure…
Krieghund?
Is one round attack all it takes to legitimize the over-flying fighters? Â Or do you have to follow through to the death?