Phase 3: Combat Move
Land Movement
Any land units with any unused movement points left over may allocate it to move to any other territory, even to reinforce or leave territories they had just attacked.
what you want to let tanks do? and when?
If a unit moving 2 spaces only used one, it can use its remaining MP to retreat from a combat it engaged in or enter an embattled zone.
Air Movement
All fighters do not have to be launched before movement of aircraft carrier. They can move their full movement as long as the final movement is on a Carrier or Land territory. Players may not land on each others Carriers. Air units are not subject Anti-Air when overflying hostile territories. This only occurs when they attack a territory that contains an AA gun.
what happens in Non-combat move if you used up all your movement points in combat move?–-they cant this is a return to OOB rules. no more you can move 2 for fighters and 3 for bombers thing.
Airborne Drop ( Optional rules)
Bomber may act as transport for one airborne infantry to a hostile territory. Both units must start in the same territory. The airborne infantry may not retreat from this combat. If optional unit transport plane is taken only it may act as transport for airborne infantry. Unit offloaded before “Conduct Combat”. The bomber must drop off the airborne troops in the first enemy territory encountered.
so remove?— we need to list it here as optional
Naval Movement
Naval units may go through and ignore sea zones consisting of only hostile submarines or transports. But if you move your unescorted transports into or thru sea zones occupied by enemy submarines, each defending submarine rolls its combat value. Each successful roll sinks one transport. Remaining transports may continue their operations.
don’t think its realistic to let unescorted transport encounter enemy submarines–-- it is not known if the submarine in in the SZ this is why the unescorted transport is attacked for a round, modeling a convoy that was hit by unseen subs and hot attacked and scattered away.
Naval units co-occupation
Naval units may remain in hostile sea zone without entering combat.
ok is this better?
Submarine Movement
Submarines may go through hostile sea zones except zones containing an ASW unit. Each defending ASW unit rolls a die at ASW search value. Each successful roll forces one submarine to enter combat. Unforced submarines may choose to enter combat as well in that sea zone or continue their original movement. These rules are explained in detail latter.
how about each destroyer prevent submarines from going through the sea zone on a 1-to-1 basis?–-This is a good point except its more complicated. I also allow for the 1:1 thing because each ASW stops only 1 sub with a successful roll.I am just making this less painful to play.
Strait Interdiction
You may fire at hostile non-submarine naval units moving between the sea zones if you hold the respective territories. Roll 1 die against each unit destroying it on its hit value. Movement between the sea zones must be done in “Combat Move” if enemy controls the respective territories.
I don’t agree putting Turkish Canal under Strait Interdiction
its not that easy to walk through an enemy controlled Turkish canal is it?
think its better to let the connection between sea zone 15 and 16 be handled by OOB canal rules–-but Turkey is a cheat. if Turkey is neutral, moving across would be an act of war subject to attacks. I am fine with OOB the Turkish straights, except its neutral and you must account for the crossing with interactions dealing with the neutral.
Territories Sea Zones Hit Value
Gibraltar 12/13 2
United Kingdom 6/7 1
Western Europe 6/7 1
ok we will leave it like this then…
Terrain
No blitzing is allowed for units entering desert, snowy, or mountainous terrains. All defending land units in a snowy or mountainous terrain have their defence increased by 1. Small Island territories such as Gibraltar and small Pacific Islands cannot be occupied by more than 2 units or cannot be attacked by more than 2 units.
are we even doing the terrain stuff?–-how bout this?
Stalin Xenophobia
NO mixing of any Allied units ( UK, USA) with Soviet units (including naval). Soviet Units can liberate Japanese occupied Chinese territories and that’s the only time they can enter China. Soviet units can also ‘liberate’ any Axis occupied territories and keep them as their own even if they were previously owned by Allied nations.
“NO mixing of any units with Soviet units”–- This means no Soviet units can mix with Allied units belonging to UK USA…how bout above?
Rome-Berlin-Tokyo Axis Co-operation
Before Allies capture the Axis capitals Berlin or Tokyo, Japanese units may not be in the same territory or sea zone as German or Italian units.
I feel unnecessary, is it worth having?––it is because following an axis breakout many more options should be allowable for the axis players, which based on my interpretation Hitler would allow greater coordination of axis forces.
Soviet winter
Once per game the Soviets can declare a severe winter just prior to the German player rolling for attacks and it effects the game as follows: All Soviet land units defend at +1 for the first round of combat, and all German units rolling a 5 or 6 must withdraw from further combat that turn.
Partisans
If the German or Italian player controls soviet territories but does not garrison them with at least one land unit, Partisans can attempt attacks on the IPC value as follows: For each un-garrisoned territory the German player rolls one D6 1-2= 1 IPC lost, 3-4= 2 IPC lost 5-6= 3 IPC lost.
Soviet Factories
The Soviet player can move 1 factory per turn to any other originally controlled territory.
This should be something modeled as part of the game. These are exceptions that only apply to the Soviets, which are somewhat limited by allies landing in karelia and dependent on lend lease at 12 IPC per turn. They need more support including some very important benefits. I propose these rules work and be adapted for AA50.
Defensive Air Support - the rule lets passive players relocate air units one space
give it a more correct name, like “Air Reinforcement”
and it should remain in “phase 3: combat move”
its messy to include it under Air Missions in “phase 4: conduct combat” because this is not an attack
yes when we get to air missions ill make it Air Reinforcement, but DAS mission is the actual military term for this and not “air reinforcement”