@aequitas-et-veritas said in [Global 2nd edition Q+A ( AAG40.2)
The Sub Hack.
works like this:
An enemy sub is placed in a sz containig unloaded TTs.
The opponent has now to choose to:
A) fight the Sub, but this denies to load and unload in NCM, or
B) don’t fight the Sub and perform an amphib assault elsewhere.
Or the scenario you described and this was successfully explained and answered allready.
You find your transports are in a zone with enemy subs at the beginning of your turn, right?
You can ignore the sub for movement purposes. So you also have options
C) Leave the transports there. You will need to have warships there at the end of your turn or the enemy subs can sink all your transports when their turn comes around.
D) You can ignore the subs during the combat movement phase, there will be no combat (you will not lose your transports) and you can non-combat move the transports and pick up and drop off ground units as desired, including from the coastal territories adjacent to where the transports started.
The sub does not make the zone hostile, so the rules on pages 13-14 do not apply.
The sub can be ignored for movement purposes, and does not create combat during the combat movement phase.
Page 32 under submarines, “doesn’t block enemy movement”
If I’m understanding the question and situation correctly.