@tincanofthesea said in Question about Combat:
@alexander-ritter yes, this way you can’t choose to not attack based off of other attacks
Thank you!
Couldn’t find anything in a search or the FAQs clarifying this rule regarding legal movement for planes needing a legal landing place in a sea zone:
“but only if a carrier could be there for it to land on by the conclusion of the Mobilize New Units phase” p.14 Axis & Allies Global 1940 2nd edition
my group has a question about “could.”
One party contends that could means: a carrier has a legal path to the sea zone where the plane needs to land right now, regardless of how combat goes i.e. if the moving player has to win one or more naval battles to open a path for the carrier then you can’t make the air move
The other party holds that could means: if there is any possibility for a carrier to get there, even if combat results in the carrier having no path to the sea zone in the non-combat phase
Is there any ruling on this out there that we’ve just missed?
It is under Air Units on page 30 (Pacific 140 Second Edition Rulebook - Renegade Version).
Therefore, you CAN send out your planes, assuming a carrier will be able to get there after fighting a battle(s) to clear a path. In addition, you may assume for purposes of this clearing battle that your unit(s) hits every time and every defending unit misses every time. Thus 1 sub attacking 500 destroyers is a legal attempt to clear the path for an air attack past that area needed to be cleared.
@AndrewAAGamer thank you, as always, I appreciate it, one group was always going to be unhappy but at least I don’t have to hear it every week now.