@The_Good_Captain @kwas
Invitational Classic 2nd edition
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@Martin said in Invitational Classic 2nd edition:
I guess if there can be no additional factories, naval units can then also be produced in unfriendly sea zones. Otherwise Japan could be doomed.
We are playing with factories or Industrial complexes. There are four of them left after the initial setup and three AA guns that can be built by anyone. Industrial complexes are in play.
We will play with the out of box, optional rule of allowing naval units to be deployed in enemy occupied sea zones. This is an out of box optional rule and since this is intuitive for most players coming from other versions (and because I have never seen it be a factor in any game of Classic) I’ll just assert here and now that we will be using this optional rule as well and so newly purchased naval units can be deployed in enemy occupied sea zones.
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Great, I will add these to the “guidelines” tab of the bracket spreadsheet,
I recall there is some other rule in conjunction with the placing new sea units rule…
Something about submarine withdraw? Please enlighten
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The VictoryFirst/Gamerman game has started!
The rule coupled with the rule that allows building into sea zones with enemy ships is that submarines may submerge straight down, right?
As I recall, if submarines can submerge and pop back up, then if you don’t kill the subs in the first round you then can’t build into the zone, and if it’s the only zone you have then you lose all boat purchases and no refunds.In other words, that can never happen in this tournament because you can build ships in hostile zones, and so by the same token submarines don’t have to move to another zone? I’d better go get my rulebook from the basement…
Thanks!!
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@gamerman01 said in Invitational Classic 2nd edition:
The VictoryFirst/Gamerman game has started!
The rule coupled with the rule that allows building into sea zones with enemy ships is that submarines may submerge straight down, right?
As I recall, if submarines can submerge and pop back up, then if you don’t kill the subs in the first round you then can’t build into the zone, and if it’s the only zone you have then you lose all boat purchases and no refunds.In other words, that can never happen in this tournament because you can build ships in hostile zones, and so by the same token submarines don’t have to move to another zone? I’d better go get my rulebook from the basement…
Thanks!!
Submarines do not submerge in classic. They retreat after the first round (even defending submarines do this).
Attacking subs retreat to any SZ from which attacking naval units came from. Defending subs that survive the first round of combat can go to ANY vacant SZ adjacent to battle (yes a defending sub can BLOCK the attackers line of retreat). The Japanese should beware attacking Hawaii lest the sub slip away and come back with friends - or torpedo newly purchased japanese transports by running up to Midway Island.
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*I should say they *can retreat. Owners pref to stay or flee between each round of combat.
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OK, added to guidelines tab that submarines can NOT submerge, can only withdraw.
And refresh my memory on what happens when your opponent built ships into the seazone you occupied? Fight or leave? In combat move phase?
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@gamerman01 same as any other version. If Germany builds a sub in Southern Europe and there is a UK BB and transport there, when it gets to the UK turn - they can leave or stay or anything they want. Just the transport cannot load in that sea zone.