By Rich C. Velay with John M. Astell
While the rulings in this setting of Rules Court are issued with Second Front in mind, many are also applicable to War in the Desert and For Whom the Bell Tolls. 193. SF., Pro-game planning of special operations Q: What is the reason that the Allies have to plan amphibious and air landings for the first and second game turn in the beginning of the game? A: This is just so the Allies can invade on the first turn of scenarios! It also allows them to have plans in hand for the first two game turns. And please note, the Allies do not have to plan any special operations, planning and carrying out special ops are always at the discretion of the Allied player. 194. SF., Pro-game planning Q: Can the Allies make plans for April II turn in the initial phase of April I turn? A: Certainly, they may always plan operations for eligible units in any Allied initial phase. 195. SF., Weather In the 44 scenario is the Allied pre-game airphase mud? A: Roll for the weather for the first turn (including the pregame phases) after set up is complete. The weather in zone D "last turn" was Mud. In other words, it will be Mud if the weather result is "No Change." [See errata this issue.] 196 SF., Withdrawals Q: When the OB requires for a unit to be withdrawn, what happens if the unit is unique in the theater and it has been reorganized ? I think in particular of the 5-8-4 Static XX 76, which arrives in Aug 143 and is withdrawn in Nov 143 and that can be reorganized A: Withdraw replacement points sufficient to replace the unit instead. For example, the Axis can keep the 76 XX in play (as a reorganized 5-7-6) if they pay 5 inf replacement points instead. If they don't have the required number of replacement points available, then they are out of luck... 197. SF. Withdrawals Q: When the Allied player is required to withdraw a naval TF and the Allied player cannot meet the requirements for withdrawal because of losses is he required to use another unit even if there is no other unit of that size? A: The withdrawal must be made, even if it is from the replacement pool. If the naval unit is completely eliminated, then withdraw it from the replacement pool and require the Allied player to withdraw naval repair points sufficient to replace it to full strength. Use saved naval repair points; if the Allied player doesn't have enough saved Naval repair points to cover the required withdrawal, then he maintains a deficit until the required points have been spent. He may spend new points to offset this deficit only, until the required number is withdrawn 198. SF., Replacement Supply Status In SF, a replacement inherits the supply status of the hex that it appears in. However, when an area is being supplied through a port only, the supply is supplying units. Since the replacements appear after supply status is determined, they cannot be supplied with supply points. So the replacements arrive fully supplied if they are built in the same hex as a fully supplied unit? This is important. The Allies are building 5 US Arm XX in southern France, where they have a single 3 RE port functioning. (I believe they can supply 15 REs through this port?) A: Hexes, including cities, do not have RE sizes. The minor port is a limited supply source, but it is still a regular supply source. So any Allied-owned city able to trace to the port would be in regular supply, even though through a limited supply port. The Allied maneuver above is legal; the city is not isolated so it can be used as a placement hex for replacements. Therefore, any replacements placed there would have the supply status of the hex, which is supplied, so too would be the newly placed re placements. The limited nature of the port's supply capacity does not affect the fact that that port puts friendly-owned nonisolated hexes able to trace a supply line to that port, in supply. 199. SF: Replacements Is this legal? Allies have landed in southern France. They have captured a 3 Report and an interior reference city. They are not isolated and can draw to a limited supply source, so they build 3 x 10-8 US Inf XX as replacements in the reference city, even though they have incurred no losses in this sector. We are playing the '44 D-Day scenario. A: Yes, this is legal. As long as the units from one theatre's replacement pool are replaced somewhere in that theatre, where they were when they were lost is not an issue. In your example, the reference city is friendly owned and not isolated; thus the Allied units in the ETO may be replaced there. While this can cause the occasional odd situation as you note, this is not a big deal. And any rules to prevent these occasional anomalies would be so complicated and tedious as to be unplayable. Just having to record the area where the unit was lost, and how one would define "area", is too much trouble. 200. SF. Supply Effects Q: Does a turn out of supply in SF consists of two player turns? A: A turn out of supply in SF is one game turn, consisting of an Axis player turn followed by an Allied player turn. Example: An Italian unit is put out of supply during the Jul I 43 Allied player turn. When supply is checked during the initial phase of the Axis Jul II turn, that Italian unit is noted as being out of supply and gets a U-1 marker (I use red for Axis turns). During the Allied Jul II player turn the unit remains out of supply. The Italian unit has now spent one turn out of supply (Axis and Allied player turns). If, during the Axis Initial phase of Aug 1, the Italian unit is still unsupplied at that time, it will be marked with a U-2 marker and is affected by all effects of being U-2'd from that instant on, until it is no longer unsupplied, is eliminated or (during the Axis Aug II initial phase) is marked with a U-3 marker for remaining out of supply. 201. SF., Supply points and resource points Q. Are supply points and resource points amphibious? That is, do you need to use LCs to land supply points and resource points on a friendly beach, or can NTs be used for that purpose? A: NTs may land supply points and resource points on friendly beaches by themselves. While not exactly "amphibious" per se, supply and resource points operate that way in the game. 202. SF., Supply/ Breakdown An Allied division, disassembled and in regular supply, amphibiously invades with two regiments, captures the beach hex, and lends the third regiment and its HQ in the 2nd wave. If no supplies landed in either wave, then the Ist wave regiments, would be in supply for the next enemy player turn, whereas the 2nd wave units would not, per rule 32B last bullet. If however, the division reassembles, then what is the supply status of the division in the next enemy player turn? A: First, a hint: land supply points. Second, the rule. See Rule 15A, which states that if a division is built up from units at different supply states, "The assembled unit assumes the supply state of the most out-of-supply components." Halfway down the second paragraph. But, per your example, all components would be at the same supply state when assembly took place. Assuming that the components were all in supply when loaded on to their transports, they would remain in supply throughout that friendly player turn, including when assembling at the end of the exploitation phase. At the beginning of the next player (that is, Axis) player turn, supply would be judged again for all units, including the now built-up division; its supply status would depend upon the situation on the map at this time. (and no, the fact that some components, get the "free" turn of supply from rule 32B does not affect things, since those components are no longer in play. This is a trade off you make to get the support, extra combat strength and (probably) AA factor of the BU division; since the HQ was not eligible for the "free" supply, the whole division, if assembled, is not either, per rule 15A above. Since there is no way for the broken down HQ to be an "invading unit", it can not possibly benefit from the special supply situation detailed in 32B.) 203. SF., Attacker Retreat Combat Result Q: If a hex has 12 REs and six 6 REs are attacking and roll an attacker retreat do all units have to retreat or just the six units that attacked? A: Only units making an attack may be affected by the results of that attack; uninvolved phasing units are not affected even if other units in their hex are participating in an attack. 204. SF. Attacker Retreats and Overstocking Q: We're using the advanced rule 43. C 2, "Overstacking. " If the attacking units of the hex roll an attacker retreat do the overstack have to retreat? A: Again, no. However, those units, the overstacked ones, are in big trouble since they have no defense strength throughout the following enemy player turn, making them easy meat for any counter-attack. 205. SF: Railroad Repair Rule 7A5 first paragraph says "A unit may not use rail movement to enter or leave a hex in which the rail line is broken. " However rule 14A4 allows RR engineers to repair rail lines as if construction engineers. Rule 14A] (construction engineers) last paragraph suggests that construction engineers must spend 4 MPs in the hex to remove a hit from the rail line. How can a RR Engineer enter a broken rail line hex in order to repair it? A: I think you're confusing railroad engineers (engineers with railroad repair abilities) with rail-only units (units that can only move by rail). The RR engineer simply moves into the hex using normal movement. All RR engineers in SF (except for one Indian brigade) have 6 MPs printed on the unit counter; they move like any other units. Note that they do not have a movement rating of "R", but perhaps you were thinking that they were rail only units? Nope, only units with a movement rating of "R" are rail only. Please see Rule 14F.1. 206. SF. Rail capacity Are the only ways to permanently decrease Axis rail capacity, a) through the strategic air war effects table, and b) loss of ownership of all marshaling yards on a rail net? A: Yes. 207. SF. Marshaling Yards Rule 20G1a Strat Bombing Rail Marshalling Yards says "Only a limited number of hits are allowed per yard in a playerturn: I per dot city and 2 per major-city hex. " That seems to leave out the marshalling yards in ports (regardless of city size) " mentioned in rule 7A. Am I missing something, or are these port marshalling yards illegal targets? If not, what limit of hits on them, and is that limit cumulative with the one on dot/major city hexes? A: The one hit per dot city limit should be one hit per marshalling yard in a non-major city. In other words, you can get two hits per major city hex and one hit per other city hex (note that all ports are also cities of some size). See the errata in this issue. 208. SF. RR Unit Initial Placement In the beginning setup can RR units start in a non-rail hex? Per RAW, I think the answer is Yes. Rule 41A (Initial Deployment) describes how forces are deployed initially, and there's no special deployment case for rail-only units. Placing a rail-only unit in a non-rail hex effectively turns it into a 0-movement rating unit. Per 14F I, the rail-only unit would have to use rail movement to move and there's no rail line in the hex, and even waiting for the enemy to inflict a retreat result on the unit is no help. So, placing a rail-only unit on a non-rail hex seems to be a really bad idea most of the time. The only case I can think of for doing such off-hand is for the Axis to boost the coast defense value of a non-rail hex by putting a rail-only long range siege artillery unit there. Now, are there any non-rail hexes so valuable and so in need of a CD boost that it's worth sacrificing forever the mobility of your rail artillery? 209. SF. Bridges "en using optional rule 44 (Bridges) if at a destroyed bridge there was not an enemy unit or ZOC across the river from a construction engineer, with a division to throw a friendly ZOC across the river, that engineer could spend the 4 MPs and repair the bridge. For the rest of that movement phase all friendly units could use the bridge to cross the river without penalty. A: Correct. 210, SF. Ownership Let's see if I have ownership and use of owned points under control. One owns and can use anything one has one's units on or an uncontested ZOC on. One can use anything one has just acquired with the exception being that if one seizes a port, one cannot use the port for unloading during the exploitation phases set of naval phases. Correct? A: Correct. 211. SF., Ownership of Ports Is this (see ruling 0 above) true no matter how one seizes a port? If one air drops onto an undefended port it still could not be used for unloading? A: Correct. The use of ports for naval transport is specifically prohibited unless the port is friendly owned during a friendly initial phase. One could use the beach there (in the phase following the phase of capture) but not the port. 212. SF: Ownership/ Admin Movement If using normal movement, unit A moved along a path, could unit B then administrative move along that same path, assuming no enemy ZoCs along path? A: Correct, for administrative movement the hex merely needs to be friendly owned at the moment that the admin movement occurs. For example, you can capture "admin paths" with friendly units using normal movement and then immediately (that is, in the phase of capture) use those captured hexes for admin movement, since they satisfy the requirements of admin movement, that is, that the hex be friendly owned, etc. 213. SF. Ownership & airborne missions 24.B.] "An undisrupted airborne units gains immediate ownership of the hex it drops in" Situation: 82d Airborne is planned to drop on hex A, I Ols' Airborne is planned to drop on hex B. Hex A has an airfield in it. The 82nd starts dropping its regiments; the first dropped does not disrupt and now owns the airfield. Can the further units of the 82' be flown in as cargo and not dropped? A: Yes. 214. SF. Ownership and Airborne Missions Referring to ruling 211, can the units from the 101s' then be flown in as cargo? A: Yes. 215. SF., Ownership and Airborne Missions Again referring to ruling 211, if not, could the 1 OP operation be canceled and its units then be flown in during the exploitation phase as cargo? A: They can do this as well. 216. SF. Ownership and Airborne Missions Still referring to ruling 211, if not, could the 101st operation be canceled and the transports that were to fly the 1 OP be used to fly in other cargo (but not the 101st ? A: When a special operation is planned for a unit it allows that unit to participate in special operations; it does not interfere with the unit doing something else, per se. Actions by the unit may cancel its ability to participate in the special operation, but it is not limited to only doing that special operation with regards to actions that do not require pre-planning. So in all your examples, the fact that the 101st Airborne has a special operation planned for it does not interfere with its ability to be moved by air transport to a friendly owned air base. Of course, its special operation must be cancelled if it can no longer fulfill the requirements for that rule after the air transport to the newly captured air base, but this cancellation could take place after it had moved to the air base; perhaps it is now in a ZoC, or perhaps there are no air transports based there (after staging) to provide air transport for the units. The important concept to remember is that having a special operation planned for a unit is an enhancement of its abilities; it does not deny the unit the ability to perform any other actions normally allowed. Note that units are not prohibited from performing actions that can cancel the special operation; the special operation is simply cancelled if the unit does these things or if it is no longer able to meet the requirements of the rules regarding planning (Rule 24C). 217. SF., Denmark Garrison Once the Allies enter WK X in Greater Germany, the conditions for releasing the Denmark garrison are met. Where do the units released from the Denmark garrison enter the board? Rule 3 7E specifies that activated units enter in any cities in the district. However, the only city in Denmark shown on the SF map (Odense: 17A 0103) is not connected to the rest of mainland Denmark. Are the activated units able to enter onto the road at 17A 0106 from off-map? If so what happens if the Allies occupy all on-map hexes of mainland Denmark andlor block this road? A: The only entry point for Danish Garrison forces to activate in is Odense, the only Danish city on the SF maps. There are no provisions for having garrison forces enter from off-map. All units of the Denmark Garrison, if activated, must appear at Odense and be shipped elsewhere by naval transport, if so desired. (Considering the withdrawal of all available German Naval Transports on Oct 1144, this could be a real problem!) This situation is intentional, since most of Denmark is off map and the Germans used the country as a transfer point between Germany and Norway-considerations outside the scope of the game. In the designer's opinion, any special rule for the garrison of Denmark would probably be that it cannot appear at all in the game, so perhaps we should be happy with whatever part of the garrison we can get into play! 218.. SP Garrisons Q: Rule 37E (Garrisons) implies that, for example, once the Allies have landed in France, the Axis player can activate apart of his garrison, put other units back in the garrison, and in the next turn repeat that cycle. This means that the Axis player can use the garrison rules to transfer units around France, ignoring railways, harassment bombardment, weather, etc. He would be able to put into garrison units on the other side of France, and on his next turn pop them up right next to the Allies. Is this correct? Can the Axis willy-nilly move units in and out of garrison once the activation criteria are met? A: Note however that only units that match the unit types and strengths of the units listed as being part of a garrison, per the OB, may be returned to garrison. Note also that you cannot have more units in garrison than are called for by the OB; you can not "add" to a garrison, which is why putting units back into garrison is referred to as "returning units to garrison" in the rules. So, yes, the Axis player can play some games with a couple of 2-3-4* Static division groups and some 1-5 Security brigades although I doubt if it will materially affect the outcome of any game. Think of it as minor transportation assets not otherwise covered in the game. 219. SF. Garrisons Q: The Allies have already landed in France several turns ago (and maintain a presence there), and the Germans have returned several units to the France garrison. The Allies make another landing elsewhere in France. The Germans cannot immediately activate half the garrison forces. They must wait until the next Axis initial phase. Correct? A: Correct. Note that Rule 37E in effect has two conditions of a garrison: an "inactive" garrison (that is, before it is activated) and an activated garrison. Note also that there is no rule "deactivating" or "reactivating" a garrison. Accordingly: When an inactive garrison is activated, its forces appear as described in the first three paragraphs of 37E. Note that not all forces in a garrison need to be activated when the garrison is activated, and indeed forces can be returned to garrison in an activated garrison (fourth and s1xth paragraphs). Forces in garrison in an already activated garrison may subsequently be activated, but only as described in the fourth paragraph of 37E: in the player's initial phase and only if the requirements for garrison activation are still met. 220. SR Garrison Activation When Allied ships containing ground units enter a coastal hex of France is this an opportunity to pop-up the garrison, do the ground units need to start unloading, or do the ground units actually have to make a landing (LC 'NT expend the 90 NMPs to land the units)? A: They have to be unloaded to "enter a hex", before that they are at sea and not "in" the district. Otherwise, you could force garrison activation by merely transporting friendly units into coastal hexes of districts, or even just air transporting them over the district! 221. SF., Garrison Activation Referring to Ruling 0, that doesn't seem right. Note: If the last case is correct, given the 90 NMP needed to complete the landing there is no way to fool the Germans before all landings have actually begun. A: Correct, you have to send in the sky-gangsters first and hope the Germans react to the airborne landings. 222. SF. Garrison Activation Again referring to Ruling 0, forcing garrison activation based on the mere presence of an embarked ground unit in a district's coastal hex seems way out of line. It would appear that the Axis can react to the landing with no harassment bombing, pop-up the garrison after waiting to see the entire Allied landing plan, and hold units in garrison to pop-up in every subsequent turn. A: Correct, except for the last part. Note too that the units reacting to the invasion also get to wait until everyone is ashore before they have to roll for reaction. 223. SF. Massive Flooding Rule 37-A.4 "Massive Flooding" states that "if flooded the hex becomes a prohibited terrain hex for the remainder of the player turn and throughout the following player turn. Thereafter the hex is treated as a swamp hex. " As I read this then, if the German massively floods as the Allies attack, the hex is prohibited during this Allied turn (the attack attempt) and during the next player turn, the following German turn. Since the Germans must retreat from the hex when it floods, the hex is currently empty. So during the next Allied turn they can just walk right in. This may be the intent. For one turn's grace the Germans may give up the hex without a fight. But I would expect that if a massive flood was done (was this ever really done?) it would be far easier for the Germans to leave paths into the 'new swamp' and to get back in before the Allies would be able to slog in. Ruling and comments? A: That is the Rules as Written, and the design intent. If the sequencing seems odd, it's because it uses existing game systems for simplicity, rather than adding yet more rules for an already complicated, minor rule. If you want a better "feel" for the situation, you can try the following house rule, courtesy of John Astell: Change the first bullet point of 37A4 to: "If flooded, the hexes become a special prohibited terrain hex for the remainder of the player turn (only). Thereafter, the hex is treated as a swamp hex." Note that this means the hex will be swamp, not prohibited, during the following Axis player turn. Change the fourth bullet point of 37A4 to: "Any Allied units allocated to attack the hex may advance into this specially prohibited terrain hex. For the rest of the player turn, Allied units that do advance into this hex may not attack in the combat phase or move or spend MPs for any purpose in the exploitation phase. All other Allied units treat the hex as prohibited terrain for the remainder of the player turn." Note that now the Allied forces get to occupy the hex in some fashion, should the Allied player wish it (massive flooding doesn't mean the entire hex is entirely flooded, after all). Should the Allied player forgo this, the Axis can reoccupy the hex in the following player turn, should the Axis player so desire. Overall, this sequence may be more pleasing to use (it avoids the awkward-seeming sequence of the rule as written), but it's more complicated for roughly the same overall effect. Not particularly recommended. 224 SF. Staging Q. Rule 23.B, Staging, states the initiating players units fly a "]-legged transfer mission". The transfer rules state that transfer missions occur only in the movement and exploitation phase. I assume that this restriction does not apply to staging, otherwise the prohibition against staging of DAS missions would not be necessary. Is this correct? A: Staging is not a "mission" in itself Staging is a separate concept from transfers and while it operates similarly to the transfer mission, it is not exactly the same. The staging rules detail any restrictions upon this mission and staging may be performed during combat phases. 225. SP Staging Escorts for DAS Q. Staging is not allowed for DAS missions. However, the RAW allows a fighter flying escort for a DAS mission may stage, since escort is a different mission from DAS. Was this intended? A: Yes. Escorting fighters may stage prior to escorting a DAS mission. 226. SF & MW: Scramble for 0 Capacity Airflelds Q. Can a fighter scramble ftom an airbase that has a capacity that has been reduced to zero? No. WitD Rule 17.A (Airbases, Capacity) says specifically: "Exception: Air units may not take off from or land at an airbase if its capacity is currently zero." SF goes so far as to say "may not use" which covers a lot of ground. One has to be careful about remembering this provision, when getting used to the new air on demand system, where base capacity has less effect upon initiating missions from a base, since capacity is normally most important for operative/ inoperative considerations. But the rule is clear, no use, that is, taking off or landing at a base with zero capacity. This prevents multi-leg transfers and staging as well, of course. 227. SF. Ground Support At what point is a phasing player using air for GS committed to battle? Here is example of a problem: A phasing player sends 30 air units for GS. The phasing player has 20 REs in hexes adjacent to the hex being attacked, but is not using all 20 REs in the battle of course the Allies don't know that. After AA 20 air units are left. My question: Is the attacking player required to use 20 REs of ground units or can he use any number of units and ignore all the extra GS in the battle? If a battle is lost or if I wish to try and deceive my opponent can I use 1 unit and make a 1 to 4 odds attack? A: First of all, combat is not mandatory, so any number of air units could be flown on GS and this would not "force" an attack, in and of itself. However, once the phasing player initiates combat resolution for a particular hex, then combat resolution must proceed. Any units that fire AA are automatically included in the attack, since firing AA is, per earlier rulings on this, part of resolving combat. Beyond this, however, there are no requirements that anyone attack. So yes, if you decide to begin the combat resolution for a particular attack, you are free to declare that of the x number of units available to participate, only one will do so, and if so, then GS calculations are governed by what attacks, and not by what is available to attack. To be quite clear, the number of air units flown on a mission such as DAS and/or GS has nothing to do with how many may participate; one is always able to fly as many air units as desired and possible, the limitations are only in effect once the combat is to be resolved. Even flying the GS mission doesn't mandate combat, as the rules make plainly clear (last paragraph, 20G.2.b). 228 SF. Intrinsic AA Is intrinsic AA cumulative? For example, a 20-10 SS Arm XX would have 3 points (1 pt for unit strength, 1 for SS, 1 for Axis C/M I say yes, but we want to make sure. A: No, intrinsic AA for units is not cumulative for the individual unit; if the unit satisfies any of the conditions listed, then it has one point of light AA, period. Intrinsic AA from map features is cumulative, but the rules say this specifically so that is not a problem. Since the rules do not say unit-based intrinsic AA is cumulative, we can assume it is not. Note also that in the example to Rule 22A.3, the British infantry division is listed as having one point of intrinsic AA; note well that this could easily be a 9-8 or stronger British division, but the note ignores that issue. Obviously then, the division is getting its one point of AA by virtue of being an Allied division, the strength of the unit is ignored. Therefore, we can conclude that satisfying one condition grants the unit the AA, but satisfying more than one condition does not increase the AA strength of the unit. 229. SF. Antiaircraft Q: Is a player required to use AA against air units? Rule 22, page 32 states, " Air units may undergo enemy antiaircraft fire when they fly certain missions. " The word may seems to imply that AA is optional. A: See Rule 22B.2, first bullet: "Total the AA strength eligible to fire at the target air unit'. The word eligible here would seem to indicate it is an all or nothing affair; if you choose to not resolve the AA attack then no AA fires, but if you choose to resolve the AA attack then all "eligible" AA must fire. So it would appear that while making the AA attack is optional, who participates in that attack, if made, is not optional. 230. SF. AA against DAS Q: When is AAfire against DAS resolved? Rule 20.G.2.cpart 3 says "Each DAS operation follows the standard air sequence, until the mission resolution step is reached. " That step (#5) occurs after the AA Fire step (#4), so that means that AA fire should be resolved when the mission is flown. However, this is impossible, because at this point no one knows whether the hex will be attacked, much less what the AA strength of the attacking units will be. A: Resolve AA fire versus GS and DAS during the mission resolution step. Fire AA for individual combats immediately before resolving the individual combat. 231. SF. Air replacement sequence Q: What is the order of air replacement activities, or do you have to follow an order? A: I don't think it makes any difference, really, but I do them in the order that they are presented in the rules:
Note that in the SF Master Sequence of Play, these activities occur in step 6 of the initial phase (together with naval and ground R&R activities). Since they are all in the same step, they "may be done in any order." 232. SRWitD: Patrols and Interceptions in Initial Phase Q: Can patrol attacks and interception missions be flown during the initial phase? I would assume they can because of three factors: (1) all air missions use the standard air operation sequence that allows for patrol attack interception; (2.) both patrol attack mission and intercept mission both state that "Fighters mayfly patrol attacks interception missions during any air operation initiated by the enemy player ", (3.) how else would you patroll intercept planes flying CAP Harassment / Naval Patrol during the initial phase, so you must be able to fly patrol/ interception. Is this correct? A: Yes. The rules say nothing about phases because the phase in which an air operation occurs has no effect upon whether or not it can be patrolled or intercepted. Rule 20C. states that you can initiate an interception mission during any air operation initiated by the enemy player, regardless of particular phase. 233. SF. CAP Q: The rules state that planes already flying CAP (during initial phase) can switch their missions during the movement phase so I know they are not allowed to do anything (patrol intercept) during initial phase while the enem yplayer is flying his CAP or any bombing mission. Is this correct? A: No. A mission force on CAP may always react to an enemy mission force that occupies or passes through the CAP hex. Rule 20E says that the owning player may (but is not required to) convert the CAP mission to Patrol / Interception / Escort during "the mission movement step of a subsequent air operation". CAP may be switched to another allowable mission at any time during the player turn, without regards to particular phase. 234. SF. Sequence of Play Q: The initial phase step 11 has three activities that occur: 1) Cap, 2) harassment and 3) assign naval patrol. Since both sides can do some or all of the above in which order should one do it? The problem we're having is that one side might want to see CAP before assigning Naval Patrol. A: If both players want to fly missions at the same time, roll a die, on a 1-3 the Allied player initiates, on 4-6 the Axis player. Alternate missions from that point on until one side can't or doesn't want to initiate a mission. Note that since a player could initiate a one air unit mission, thus forcing the other player to initiate a mission, it may well be impossible to "see CAP" before assigning certain missions. 235. SF. CAP vs. CAP Q: During movement phase a friendly plane flying CAP (since the initial phase) could patrol intercept an enemy plane that has just (during the movement phase) flown a CAP mission into the same hex as the friendly CAP mission. Is this correct? A: Yes. The plane(s) on CAP may (but are not required to) react to any enemy mission force that enters their hex, including an enemy CAP mission. Note that in your example any of the friendly air units that do patrol or intercept have then finished their mission and return to base. The enemy air units that survive this encounter remain in the hex to perform their CAP mission (that is, the friendly air units have completed their mission but the enemy air units have not). 236. SF:CAP Q: During movement phase a friendly air unit flying CAP (since the movement phase) could patrol intercept an enemy plane that has just (during the movement phase) flown a CAP mission into the same hex as the friendly CAP mission. Is this correct? A: Yes. A CAP mission in place may react to any enemy air mission in its hex (as otherwise allowed by the rules). What you cannot do is fly a CAP mission and convert it immediately due to enemy air units in its target hex; that is, you can not fly CAP as a sort of double range interception mission. example: Player I flies a CAP mission to hex A. Player 2 then flies a CAP mission to hex A and declares that the CAP mission is intercepting the enemy CAP mission. This is illegal, since player 2's CAP mission may only react to subsequent missions, and not to missions currently in its target hex. 237. SF. Air missions Q: Flying a CAP mission or any mission in general may contain as many planes as the player wants as long as they are all flying to the same target hex, correct? A: Yes. But remember that not all the friendly air units in a particular hex need be part of the same mission force and that depending upon player choice, not all air units present need to participate in any one mission. For example, imagine a hex with 10 phasing fighters on CAP. The phasing player now flies a bombing mission to the hex with two bombers. The phasing player may switch any, all, or none of his CAP air units to escorts for that air mission. Note that this occurs before the nonphasing player flies any patrol attack or interception missions against the bombing mission. 238. SF., Harassment Q: When are harassment hits determined? Beginning of the movement phase? A: Determine harassment hits when the mission is resolved during the initial phase. 239. SF/WitD: Air Mission Sequencing - CAP Q: During the initial phase when phasing and non-phasing players fly their CAP missions, who flies first? A: Here's how it works (text taken from WitD 16D): One player, the initiating player, announces that he is initiating a specific air operation. Should both sides wish to initiate an air operation at the same time, the phasing player first initiates an air operation, and, when that operation is over, the non-phasing player then may initiate an air operation (he may decide not to do so - for example, the outcome of the phasing player's air operation may have removed the reason for the nonphasing player to initiate an air operation). Continue to alternate air operations between the two sides until both sides no longer wish to initiate air operations at the same time. 240. SF., Allied Pro-Game Naval Sub-Phase In the initial deployment of the game the Allied player has a special naval sub phase. Does Allied naval units have only 150 naval points or do they have 300 naval points? A: The Allies have (per Rule 41A) "a naval-movement subphase" and Rule 27C.2 defines a naval movement sub-phase as consisting of five (5) identical naval movement steps. Since each naval unit has 30 MPs per movement step, five times 30 equals 150 MPs spread equally between those five movement steps. 241. SF. Allied Pro-Game Naval Sub-Phase Q: Can the Allied player use his airforce before the naval sub phase or must he wait until the ground phase? A: A movement phase consists of a naval sub-Phase followed by a ground sub-Phase; air operations occur during the movement phase, which means they can occur at any time during that phase, regardless of which sub-phase is in progress. Note that per Rule 4 1 A only air operations allowed for an Allied movement phase are allowed during this special pre-game movement phase. 242. SF., Allied Pre-Game Naval Sub-Phase Is there a -1 die roll modifier for AA in the Allied pre-game movement phase? Is this phase of the game April I or March II? A: Assuming you are talking about the "Victory in Europe" and/or "The ETO" scenarios, those scenarios, per Rule 4 1 B.2 & 41B.3 begin on the April I 44 turn. Since the AA die roll modifier applies from April I 44 on, yes, it is in force for those scenarios staring in April I 44. 243. SF., Amphibious Landings Once the Allies begin expending NMPs for an amphibious assault can they change their minds and sail off with their troops, or are they committed to spending 90 NMPs to land? A: They can change their mind by leaving the hex. I don't see anything in the rules that forces one to complete an action that requires multiple naval movement steps to complete. I see this much like engineers performing construction tasks that take multiple turns; the unit is still free to move if otherwise allowed, thus abandoning the construction task. 244. SF., Protected Waters Using Rule 34A3 "Protected waters" Cargo groups (only) may avoid combat with CDs in adjacent hexes. I won't even ask why TF, or NT/LC in mixed groups can't use this rule, because there is no valid answer. My question is, does this apply to ships in a friendly port? Can they claim 'protected' waters " or only those NT/LC not under escort by a TF that are "at sea "? A: No, since they are not "entering" the hex, and the rule specifies that eligible naval units may use protected waters when "entering" the hex. Ships overloading in Deauville are under the guns of Le Havre. 245. SF., Protected Waters Are naval units using the protected water rules able to unload cargo in that hex? A: Yes. 246. SF: Long Range Artillery as CD If the Allies leave ships within I hex of an Axis railroad can the Germans move in 2xLR RR Arty and begin CD combat during the German exploitation phase? The hapless Allied ships won't be able to move! This could happen at Anzio or numerous other places. The idea of 2x LR RR Arty Bn (with no other CD assets) engaging Allied ships seems a bit much. A: Perhaps it does because this is illegal. Note 28C. Phasing CD may only fire on enemy NGs that enter a hex in the CDs combat zone, only non-phasing CD may fire on enemy NGs that remain in a hex without moving while expending MPs. The only way this RR Artillery CD could fire after having moved into the hex during a friendly movement phase is if the enemy NG remained in the hex and spent MPs without moving during the following player turn, then the RR Art could fire during the enemy player turn. The only possible way for these RR Art units to engage in CD fire during the turn that they moved is if an enemy NG used reaction movement (during the exploitation phase) to enter a hex in their combat zone. 247. SF., RR Artillery and CD Does the 4-2-R Siege artillery in the South in the 1944 scenario have a CD like other LR rail artillery? A: No, because it is not a Long Range Siege artillery unit - it is a siege artillery unit. The fact that it is a rail only unit doesn't affect its unit type, which is definitely not LR Siege artillery. 248 SF. Coastal Defense Fire CD cannot fire on naval units in the CD owner's player-turn unless the naval units expend NMPs. So, ships firing defensive NGS are immune from CD while doing so, but can be fired on while setting up for NGS in the other player-turn. Correct? A: Correct. 249. SF. Coastal Defense Combat Can naval units enter a hex adjacent to a 2+ point CD at night, during the last naval movement sub-phase of their turn and not be subject to any CD combat? A: Sure, I guess so, but then they won't have enough MPs to prepare to fire NGS, will they? But this seems legal as stated; if the NG arrives in the last movement step and moves at night while doing so. 250. SF., Naval Combat Q: If naval units are in a combat zone, does a player have to have naval combat. In other words can a player ignore naval combat if so desired (even if being fired upon)? A: Yes, the naval units must have combat. No, they do not have to fire during that combat. Returning fire is a choice made by the owning player. See Rule 29B, fourth paragraph. 251. SF: Amphibious Repair What is the purpose of the "Amphibious Repair: 1, 2 " listed on the Allied OB booklet under Initial Conditions / Miscellaneous ' (and not the Axis OB booklet) Is it just a reminder (to the Allies at least) of rule 34G last paragraph, which allows a roll of I or 2 to repair damaged LCs during a players initial phase? Isn't it relevant to the Axis player as well? A: Sure, although it doesn't seem too important, considering the lack of opportunities for the Axis LC to do beach landings. But certainly, the repair rules apply to the Axis as well as the Allies. Perhaps the note was left in the Allied OB by mistake, or left out of the Axis OB by mistake. Regardless, the repair die roll and procedures are the same for the Axis and the Allies. 252. SF. Mines Q: There is some confusion on where mines start. Is it any port or airfield in supply? This sounds stupid but I want to start mines at a naval port then move them to an airfield or a port. A: Mines may appear, in a friendly initial phase, at any friendly owned port if a supply line could be traced from the port to a regular source of supply. 253. SF., Mine Transport Q: When laying mines by air do you treat the mine points as cargo? In other words can mine points be delivered to an airfield rather than transport those mine points with a B or HB to its destination? Could you please give an example on how all this should work? A: Yes. An air transport could carry the mine from a port with an airbase, to another airbase, from which B/HB air unit(s) could then begin an aerial mine-laying mission. Example: Axis player turn. Axis player spends one NRP for five mine points. He declares that one of these points is present in Genova. During his turn, he has a Ju 52 air transport carry the mine to an airbase in central France. A Ju 88A4 stages to that base from Germany, picks up the mine and lays it in a coastal hex adjacent to La Rochelle. Under normal circumstances the desired air unit will be able to simply stage to the port where the mine point is and fly its mission from there. However, there are certainly situations (mostly involving Mediterranean islands) where the air unit that wants to lay the mine can not be based at the port where the mine appears; in these cases you can transport the mine, by either air or naval transport, or both, to an airbase from which the B/HB can fly its mission. 254. SF., Amphibious Tank Losses and VPs
Q: If amphibious tanks are eliminated during landing by the success table they are not isolated losses (no immediate -1 VP/attack factor). Correct? A: Correct; the amphibious tanks roll during the movement phase when they probably are not isolated. If lost in combat, then they probably would be isolated and would count for VP losses at that time. 255. SF., Losses and VPs Q: The Allies start the 1944 scenario with several divisions at cadre strength (all in the MTO). These cadres do not count for excess Allied losses (VPs) each quarter. If they are rebuilt do they count as credit toward other losses? Example: The Allies have rebuilt one cadre from 4-8 to 9-8 strength, have lost 10 other attack strength points that were not replaced, and have 0 replacement points. They have -5 VP, not -10. Correct? A: No, they are simply riot counted for excessive losses themselves; having rebuilt them does not affect any subsequent calculations. In your example above, there are 10 points of attack strength lost and therefore 10 VPs lost. 256 SF. Losses and VPs Q. If an Allied unit that starts the game as a cadre is rebuilt and then cadred again how is it counted for VPs under the excess losses section? A: It is counted as being the difference between the full strength division and the strength of the cadre. Any losses present at the beginning of the scenario are ignored for VP calculations; losses taken once the scenario has begun are counted. Obviously, if the unit is rebuilt and then takes losses again, they occurred after the beginning of the scenario, and thus count towards VP calculations. This is the same in any scenario; say you rebuild the 5-3-10 Arm X present in the ETO replacement pool at some point in a game, and then lose it. Well, the fact that it began in the replacement pool doesn't change the fact that it was replaced and lost; if still in the replacement pool (after having been rebuilt) during a VP check it would count as losses if there was insufficient saved replacements to cover its strength. Just ignore losses at the start of a scenario and base your calculations upon what has happened while you were playing. If I understand what you are trying to get at, then; no, having cadred or eliminated units at the beginning of a scenario doesn't grant you some kind of "losses cushion" for the rest of the game. 257. SR Transport Counters on LCs In Exploitation Q: The Allied player aims to execute some overrun in the exploitation phase after an amphibious landing, using a transport counter. Rule 14J requires the units to be stacked with the counter at the start of the phase, while the counter can disembark from the LC not before the start of the naval subphase of the exploitation phase. Does this mean that the allied player cannot use the counter to motorize the units already on the beach (those that executed the amphibious landing)? A: Correct. If the transport counter is on the LCs and the unit is on the beaches, they are not really stacked together and the transport counter may NOT motorize that unit. 258. SP Transport Counters on LCs In Exploitation Q: What if the counter is on the LC with the units it wants to motorize? And what if the counter (and eventually the unit it wants to motorize) is on AT and still requires to be transferred to the LCfor disembarking on the beach? A: In these cases, the unit/s and transport counters are stacked together and could move as one unit. The unit would pay c/m costs for disembarking and could move from the beach if it has sufficient MPs. Back to Europa Number 59-60 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1997 by GR/D This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |