Archive for Axis & Allies ForuMINI Specialised in the World War II Axis & Allies Miniatures and War At Sea Games
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theDoc
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Aircraft placementHi there!
This is my very first message so.. hello everybody!
So, my question is: can i place my fighter in the same place of its carrier, then move a second fighter out?
I've always thought that placing a fighter in the same sector of its carrier, means to not placing that fighter at all. And this should result in that player end of his Air Movement Phase.
But in my last match, my opponent managed to
Place its 1st fighter in its carriers sector;
Place its 2nd fighter out to a far away sector;
and so on.
Is this correct?
Yes, he managed to behave like this because of "Combat Air Partol" SA and yes, he had just one carrier.
Thanks!
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afilter
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You can place a fighter in a carrier sector up to the stacking limit. It is when you place a plane at the land air base that the air placement phase ends for that player.
BTW, WELCOME! Glad you found us.
HTH,
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swarbs
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Afilter is right, aircraft can certainly be placed in a carrier's sector. However, and here is the slightly confusing part I suppose, aircraft cannot be placed on a carrier itself during the movement phase, only at the airbase or in a sector in play.
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theDoc
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| afilter wrote: | You can place a fighter in a carrier sector up to the stacking limit. It is when you place a plane at the land air base that the air placement phase ends for that player.BTW, WELCOME! Glad you found us.
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Fair enough. Even if it means that a plane is not moving at all?
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BTW, WELCOME! Glad you found us.
HTH, |
THX!
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cealigh the MadScot
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Welcome!Welcome, Welcome!
It would appear that your opponent is placing his fighter up as cap for the carrier in the air mission phase of the turn. Techically he is "moving" his aircraft. He is assigning it as CAP in the Air mission phase. This is just in case you decided to send over a flight of bombers to attack his flattop. If the fighter SA has Defend the Flattop, then his fighter gets +1 dice in addition to any dice the carrier's SA would provide. A good tactic if your opponent was limited in the number of bombers at their disposal and/or fighters to escort them. However, a bad tactic if you decide to go ahead and attack a different ship that is more than two sectors away perhaps. (this is presuming the fighters he sends up have Combat Air Patrol in it's SA).
A tactic I would suggest is take a stand of torp bombers in with dive bombers if playing USN (their SA have "Draw the Cap") this could potentally force your opponent to have to attack the torp bomber unit with all of their fighters even ones with CAP that are outside the sector but within 2, and thereby allowing your dive bombers to potentially press their attack if aborted by ship anti-air fire. Otherwise if your dive bombers get aborted by the defending fighters, you cannot attempt to press the attack. (Example: Battle of Midway the Japanese were so worried about the multiple flights of Devastators inbound they totally forgot to look... UP! Until it was too late. Even the fighters on CAP were out of position to do anything about them. With the IJN carrier decks full of freshly re-armed aircraft... Hence the loss of the Akagi, Kaga, & Soryu)
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Okie
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If you don't place an aircraft in your turn or pass you are considered through for that turn, but as long as you place one you can keep going till you are out of aircraft. So you some time must take into acount the special ability's, such as draw the cap for the Devesator or combat patrol which let's you move up to 2 space's and attack an enemy in the new space if possable.
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