@Ol’:
3. 2bmr W.Ger => UK IC sbr
So because you are new to Alpha 3 I will offer you the option to withdraw your SBR, but there are new rules for SBR in G40 that are listed below.
Strategic Bombing Raids (SBRs):
A strategic or tactical bombing raid is a direct attack on a facility. During this step, you can bomb enemy industrial complexes, air bases, and naval bases with your strategic bombers. You can also bomb enemy air and naval bases with your tactical bombers. When you damage these facilities, their capabilities are decreased or eliminated, and your enemy must spend IPCs to repair them in order to restore those capabilities. Repairs can be made by the units? controlling player during his or her Purchase & Repair Units phase.
To conduct a bombing raid, the attacking player moves his or her bombers to the territory on the map containing the target(s). Note that a base may be both strategically and tactically bombed at the same time. Both attacking and defending fighters (not tactical bombers) can also participate in strategic bombing raids as escorts and interceptors. Escort fighters (those accompanying the attacking bombers) can escort and protect the bombers, and they can originate from any territory or sea zone, range permitting. They can?t participate in any other battles during that turn, including a battle in the territory in which the bombing raid is occurring. This applies whether or not the defender commits any interceptors.
Any number of defending fighters based in a territory that is about to be strategically and/or tactically bombed can be committed to participate in the defense of that territory?s facilities as interceptors, whether or not there are attacking fighter escorts. The number of defending fighters that will intercept is decided by the owning player(s) after the attacker?s Combat Move phase is completed and before the Conduct Combat phase begins. These fighters cannot participate in other battles during that turn, including a battle in the territory in which the bombing raid is occurring. They must remain in their original territory after the battle. If that territory is captured, they can move one space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs during the Noncombat Move phase, before the acting player makes any noncombat movements. If no such landing space is available, the fighters are lost.
If the defender has elected to commit fighter interceptors, an air battle will be fought immediately before the strategic bombing raid is conducted. This air battle, which ends after one round of combat, is resolved in the following way:
1. Both the attacking bombers and fighter escorts, if any, fire with an attack value of 1. For each ?1? rolled, a defending interceptor is immediately removed as a casualty.
2. The surviving defending interceptors then fire with a defense value of 2. For each result of ?2? or less, the attacker must choose a casualty and remove it.
After the air battle is complete, or if there were no defending fighter interceptors, surviving fighter escorts are considered to be retreated. They don?t participate in the actual bombing raid, are not subject to antiaircraft fire, and will remain in the territory until the Noncombat Move phase. Any surviving attacking bombers carry out the bombing raid. If the territory offers more than one target, the bombers may be divided into groups, and each assigned a specific target (tactical bombers may not attack industrial complexes).
Each industrial complex, air base, and naval base has its own antiaircraft system. If there is an antiaircraft gun in the targeted territory, don?t roll for it. Those antiaircraft guns are used to protect combat units. Each complex and base rolls one die against each bomber directly attacking it (regardless of the number of bombers). For each ?1? rolled, a bomber of the attacker?s choice is immediately removed.
After resolving the antiaircraft fire, surviving bombers each roll one die. To mark the damage done by the attacking bomber(s), place one gray plastic chip under the targeted industrial complex or base per damage point rolled. An industrial complex can?t receive more than 20 total damage for major industrial complexes and more than 6 total damage for minor ones. Air bases and naval bases can?t receive more than 6 total damage. Damage exceeding these limits is not applied.
A bomber that performed a strategic or tactical bombing raid can?t participate in any other combat this turn and must return to a friendly territory during the Noncombat Move phase.
Since you sent no escorting fighters and I have 3 possible intercepting fighters, there’s a good chance I’ll just kill your bombers, so it’s up to you whether to accept or not in a tournament situation, but I’ll leave it up to you.