@Gamerman01:
Now I remember, this is where the loophole part is. I can find the rule in the rulebook and explain how the wording allowed for the loophole (that you can’t both kill a sub and move away in noncombat.) It’s in the exception to the rule part. I know where it’s at - I’ll locate it for you now.
Page 13-14 talks about the exceptions to the rule that only movement that results in combat can take place in the combat movement phase. First statement top of page 14 is the culprit.
“If you are sharing a sea zone with surface warships (not submarines/transports) belonging to a power with which you are at war, this situation requires you to do one of the following…”
Krieghund said in this thread that this was unintended - that it should not have specified SURFACE WARSHIPS and excluded subs/transports. However, that is not what the rulebook says, and it has not been officially amended, as I stated previously.
I play it by the rulebook so I don’t have to potentially play the game 2 different ways depending on who the opponent is. I think of it like the rule that you can’t kill transports and also bombard - you have to choose one or the other. By the rulebook, you explicitly cannot attack subs/transports in your zone and then do any noncom of ships out of that zone later.
Very interesting. And confusing, too. Because I just got back to the wording in the rulebook of Anniversary Edition.
@Rulebook:
Sea Units Starting in Hostile Sea Zones
At the beginning of the Combat Move phase, you may already have sea units in spaces containing enemy units that were
there at the start of your turn. For example, an enemy may have built new sea units in a sea zone where you have ships. When
your turn comes around again, you are sharing a sea zone with enemy forces.
If you are sharing a sea zone with enemy surface warships (not submarines and/or transports), this situation requires you to
do one of the following:
- Remain in the seazone and coduct combat.
- Leave the seazone, load units if desired and conduct combat elsewhere,
- Leave the seazone to load units and return to the same seazone to conduct combat, or
- Leave the seazone and conduct no combat.
Once these sea units have moved and/or participated in combat, they cannot move or participate in the Noncombat Move
phase of the turn. You cannot load units while in the original contested sea zone.
So this has not been intended since Anniversary Edition? It’s not intended in 1942 and 1942 SE either?
I wonder that this issue did not come up before.
Or is there something special that only applies to Global1940 rules and not to the older games, that I do not realize at the moment?
Thanks in advance for helping me out here. :-)