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swarbs

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This document is an alphabetical list of all the Special Abilities that have so far been officially clarified.  Each entry contains a brief summary of all the rules clarifications for that particular SA, a list of units with the ability, and the source of each clarification.  The sources used in this compilation are the War at Sea Rules Update and Clarifications (WAS U/C), the Task Force FAQ (TF FAQ) and links to the official clarification forum on the Avalon Hill message boards.  This list has been updated to include all changes made in the WAS U/C for Aug 10, 2010 and all clarifications from the AH boards up to Apr 24, 2011.  Please note that the ‘official’ versions of the clarifications are in the sources themselves, the blurbs below were written by me as an attempt to simplify and combine multiple rulings.  Some of the older WotC forums are no longer available, so some clarifications below no longer have sources, sorry.

The WAS U/C can be found here: http://www.wizards.com/avalonhill/rules/War_at_Sea_Clarifications.pdf

The TF FAQ is here:
http://www.wizards.com/default.asp?x=ah/aam/ah20080724c

The Axis and Allies Miniatures Q+A forum is here:
http://community.wizards.com/go/f...view/75890/136146/A38A_Minis_Q38A

Also see http://community.wizards.com/content/forum-topic/2299676 where Huscari moved all the clarifications to the old Wiki giving it WotC blessing: https://web.archive.org/web/20120...ki/Special_Ability_Clarifications

# SA's: For example, Expert Bomber 1 and 2, are the same SA, and therefore cannot stack, despite having different numbers.

Airfield Strike:  An aircraft assigned on this SA cannot be attacked by enemy aircraft at the airfield, as enemy aircraft can't be assigned to the airfield defensively.  The SA's of aircraft at the airfield are not taken into account.
Source: http://forums.gleemax.com/showthread.php?t=1068464 and WAS U/C  (some of the first links info is out-dated)

Anti-air Specialist:  Note the similarity in wording to Bristling with Guns, presumably the attacks must be against different targets.


Bristling with Guns:  The two attacks must be used against different targets.

Close Escort:  Close escort lets you place one more ship in the sector than the number allowed by the stacking limit of the scenario.  This is not necessarily three, as it says in the SA.
Source: WAS U/C

Combat Air Patrol:  An aircraft moved by Combat Air Patrol into a sector containing an enemy with Combat Air Patrol does not keep that enemy from using Combat Air Patrol.  This SA cannot be used to send a fighter to the land airbase as a counter to Airfield Strike.
Source: http://forums.gleemax.com/showthread.php?t=1068464

Crippling Salvo:  Like other damage, the effects of this SA begin at the end of the phase.
Source: http://community.wizards.com/go/t.../War_At_Sea_Flank_Speed_questions

Cruiser Leader:  See Flotilla Leader entry.

Damage Control:  You may not use Damage Control for a destroyed ship. Damage control only helps if you're still afloat at the end of the turn. Note that you can use Damage Control only once, not each turn.
Source: http://forums.gleemax.com/showthread.php?t=1004271

Defensive Armament:  This SA takes effect as soon as a unit is targeted by an enemy fighter, subsequent attacks, from any source, are registered against the new armor value.  The unit can always be attacked by ships first, however.
Source: TF FAQ

Determination:  A determination roll must be made each time lethal damage to the unit is received rather than once at the end of each phase when the destroyed counter would be turned face-up.
Source: https://web.archive.org/web/20100...onhill.com/showthread.php?t=20706

Determined Attack: This SA functions largely the same as Press the Attack (see below), please note that the aircraft is limited to bomb and torpedo attacks after Determinedly Attacking, despite the fact that it has an ASW rating.
Source: http://forums.gleemax.com/showthread.php?t=1058830

Draw the CAP: As soon as a destroyed or aborted counter is placed on this Aircraft, enemy fighters are no longer required to attack it. Enemy fighters in the sector that have not yet made an attack are free to select their targets normally.
Source: WAS U/C

Escort:  This SA can only assist units of the type bomber, and therefore does not assist fighters, even when those fighters are trying to attack in the surface attack phase.  All bombers in a sector with a fighter with escort are considered escorted.  Even aborted fighters (by enemy fighters or by failed search check) can escort.
Source: http://forums.gleemax.com/showthread.php?t=1076898
http://forums.gleemax.com/showthread.php?t=1075492
http://forums.gleemax.com/showthread.php?t=1116102

Evade Bombs:  The use of Evade Bombs is declared after the bomber is fully committed to that attack, with all options and special abilities declared, but before the bomber's attack dice are rolled. If the bomb attack is not evaded successfully, then it's resolved normally. If it is evaded, the attack is still completely used up, including add-ons such as Expert Bomber.
Source: http://forums.gleemax.com/showthread.php?p=16848863#post16848863

Evade Torpedoes:  An evaded attack is used up, just as in Evade Bombs.
Source: http://community.wizards.com/go/t.../War_At_Sea_Flank_Speed_questions

Expert 'X':  These carrier SA's can be assigned at any time before the dice are rolled in the attack.

Fatal Flaw:  This SA is triggered by four or more sixes (6’s) rolled against this unit by any gunnery attack from an enemy battleship.
Source: http://forums.gleemax.com/showthread.php?t=1010351
http://forums.gleemax.com/showthread.php?t=1064759
http://forums.gleemax.com/showthread.php?t=1064759

Fighter Cover:  This attack does require the unit to have line of sight to its target.  Enemy aircraft aborted by fighter cover cannot use Press the Attack or Determined Attack, however, the attack does not constitute a fighter and so does not trigger the Defensive Armament.  This attack is good for one enemy aircraft per turn, not all aircraft within its range.
Source: http://forums.gleemax.com/showthread.php?t=1076898
http://forums.gleemax.com/showthread.php?t=1066258
http://forums.gleemax.com/showthread.php?t=1066233

Fighter Director:  Action takes place at the end of the Air Defense phase, aborted fighters cannot be redirected.  If both players re-direct their fighters, then alternate activation.  You many not use Fighter Director on the same unit twice in one turn.
Source: WAS U/C, http://community.wizards.com/go/t.../War_At_Sea_Flank_Speed_questions

Finish Him Off:  Because damage is not applied until the end of a phase, Finish Him Off does not apply to units damaged previously in the same phase.
Source: http://community.wizards.com/go/t...19949402/Sparviero_Finish_him_off

Flotilla Leader:  This ability does stack with the highest flag rating in the fleet, including the flag ratings of the units with this special ability.  
Source: TF FAQ  

Great Agility:  This ability is triggered when the unit's vital armor is equaled, not at any specific value.
Source: WAS U/C

Guard the Convoy:  Guard the Convoy applies even when no legal attack can be made on the unit with guard the convoy.
Source: http://community.wizards.com/go/t...onvoy?post_id=346024289#346024289

Harass from a Distance  Not only does this attack not benefit from carrier 'Expert' SA's, you may not boost it with Scout Planes either.
Source: WAS U/C

High Level Bomber:  Change the word ‘hits’ in this SA to ‘successes.’  Each six rolled does not count as a separate hit, but rather two successes.
Source: WAS U/C, http://community.wizards.com/go/t.../19949818/WaS_Halafax_38_Mitchell

High Speed Run:  This ship may not claim objectives the turn you use this SA, but other units in your fleet can.
Source: WAS U/C

Infiltrator: The middle row of sectors is not on the opponent’s side of the map, therefore, units with this SA may fire in the first turn if deployed there.
Units: Archerfish, I-26
Source: http://forums.gleemax.com/showthread.php?t=1067967

Jammed Mount:  Consecutive rolling of ones (1’s) does not doubly affect this unit's attack dice as per the rule that SA’s of the same name do not stack, but it does extend the SA's effect an extra turn.
Source: TF FAQ, http://community.wizards.com/go/t...w/75890/20092537/WaS_Jammed_Mount

Kamikaze Attack: This SA cannot be used at range 1.
Source: http://community.wizards.com/go/t.../War_At_Sea_Flank_Speed_questions and WAS U/C

Lay Smoke Screen:  Regardless of what is says on the card, this SA should read, “Instead of attacking during your Surface Attack phase, this unit can make a local smoke screen. A sector containing a smoke screen blocks line of sight.  A unit in a smoke screen has concealment.  Remove the smoke screen at the end of the next turn.”  Smoke screens take effect immediately and provide concealment to all units in a sector, even aircraft and submarines.  Smoke stays in the sector where laid rather than following its creator around.
Source: http://forums.gleemax.com/showthread.php?t=1060664 and http://forums.gleemax.com/showthread.php?t=1025764

Loiter:  An aircraft with Loiter does return to the airfield after every turn, occupying one of the slots of the land airbase, it simply doesn't get a re-arming counter.
Source: http://forums.gleemax.com/showthread.php?t=1222069

Long Shot 6:  This SA may also be used for range 5 or 4 attacks and despite any damage to the unit.
Source: TF FAQ and http://forums.gleemax.com/showthread.php?t=1070624

Lucky Hit:  Multiple torpedo hits during the same attack do not result in more than one Lucky Hit roll.

Mines: A sector is either mined, or not mined. Nothing stops you from mining a sector more than once, but the additional mines won't have any additional effect.  Mines are permanent.  Mines do affect PT Boats, but not Submarines.  Ships that stay in a mined sector do not have to roll for mines on each turn, only when they enter.
Source: http://community.wizards.com/go/thread/view/75890/20030121/WAS_Mines
http://community.wizards.com/go/t.../War_At_Sea_Flank_Speed_questions

Mission Selection:  The Barracuda's version of the SA should function just as RE2001's, declared in the air mission phase.  The declared type limits the attacks that unit can perform (fighter - AA, dive bomber - bombs, torpedo bomber - torpedoes, ASW).
Source: WAS U/C

Night Fighter: Despite the fact that units with this ability gain other advantages during night conditions, even in a night battle, this unit must wait until turn four to re-roll an attack.  Re-rolls are determined before an opponent rolls for concealment.  This SA also negates any firing penalties caused by darkness, though it doesn't increase gunnery range.
Source: http://forums.gleemax.com/showthread.php?t=1145643 and WAS U/C

Nimble: The correct wording should be, "... when an enemy Fighter rolls successes exactly equal to this unit's Vital Armor and would destroy it, ..." and so still applies if a different SA or condition affects the unit's vital armor.
Source:
http://community.wizards.com/go/t.../75890/25042781/WaS:_CZ_Questions

No Sea Control: Units with this special ability cannot claim objectives, but they do
prevent an opponent from claiming an objective by being in or adjacent to that objective.
Source: WAS U/C

Opening Salvo: The SA functions once per unit, not once per attack type.
Source: WAS U/C

Overstack:  The amount of units allowed to overstack an airbase does not change in different size games.
Source: http://forums.gleemax.com/showthread.php?t=1049201

Pinpointer: This SA may not be used by an aborted aircraft.
Source: WAS U/C

Poor Facilities: Aircraft rearming on a carrier with this SA are automatically lost if that carrier is sunk.
Source: WAS U/C

Press the Attack:  An aircraft must decide to press the attack immediately on being aborted by an enemy attack, not at the end of the air defense phase or during the air attack phase.  An aircraft that has successfully pressed the attack is still aborted, and therefore cannot be the target of another attack in the same air defense phase.  Destroyed aircraft cannot use press the attack.

Pursuit Ship:  This SA does not allow a player to break stacking limits, so if the ship you designated moves into a fully stacked sector, you may not move your ship there, but it does allow you to break movement limits, so ignore crippled status.

Radar Solution: The bonus applies to the first Main Gunnery attack of the ship with the special ability. The correct wording should be, "The first time this unit makes a Main Gunnery attack ..."
Units: West Virginia
Source: http://community.wizards.com/go/t.../75890/25042781/WaS:_CZ_Questions and WAS U/C

Repair: A ship may not repair itself, only a 'local' ship.

Rugged: This SA is triggered when the unit's vital armor is equaled, not at a specific value.  It works in the same as Nimble which is covered in the WAS U/C.

Run Silent:  Due to the Ram SA, a unit with silent running on the side with initiative may be attacked before it has the chance to not move in its half of the movement step, fulfilling the requirements of the SA.  However, it may still take the bonus (obviously before any dice are rolled) by committing to not moving during the subsequent surface movement step.
Source: http://forums.gleemax.com/showthread.php?t=1069883

Scout Cruiser:  This SA provides a boost for both bombs and gunnery on the same turn, despite the card saying 'or.'
Units: Tone
Source: http://forums.gleemax.com/showthread.php?t=1120051

Scout Planes:  This SA cannot benefit an aircraft using the Harass from a Distance SA.  The bonus apples to all torpedo attacks.
Units: Chikuma
Source: WAS U/C (see Harass from a Distance section too)

Secret Cargo X: This ability works once per game for each unit that possesses it, rather than once per game, period.
Source: http://forums.gleemax.com/showthread.php?t=1157510

Shadowing: This SA may not be used by an aborted aircraft.  Shadowing does not require LOS.  The bonus can apply to multiple aircraft, including the aircraft doing the shadowing.
Source: WAS U/C
http://forums.gleemax.com/showthread.php?t=1143073

Sharpshooter:  Though the SA reads that a 6 is needed, when shooting at a unit with Bad Weather Fighter, both a 5 and a 6 will make the attack miss.
Source: http://community.wizards.com/go/t...tions?post_id=345668217#345668217

Slow 1/2: A crippled Ship with speed 2 and the Slow 1/2 special ability has its speed reduced to 0 for the turn by rolling a 1 (or 2) at the beginning of your Sea Movement
phase.

Sneak Attack:  Initiative modifiers do not affect this ability, which only works if a ‘natural’ ten is rolled on the dice.  If a re-roll is required because of a tie, only the first roll counts towards this SA, the re-roll does not.  
Source: WAS U/C, TF FAQ and http://forums.gleemax.com/showthread.php?t=1069808

Split Fire: The restriction applies only to the ship using the special ability. The correct wording should be, "This unit can't make any other Gunnery attacks during the turn you use this ability."
Source: http://community.wizards.com/go/t.../75890/25042781/WaS:_CZ_Questions and WAS U/C

Stuka Operations:  Despite the can't trumps can clause in the rule book, both vessels with this SA may base both types of Stukas.
Source: http://forums.gleemax.com/showthread.php?t=1067409 and WAS U/C

Sub Hunter:  Use of this SA cannot trump sector stacking limits.
Source: WAS U/C

Suicide Attack:  Units destroyed by this SA still count as victory points for the enemy.
Source: http://forums.gleemax.com/showthread.php?t=1049201

Surprise:  This SA boosts both AA and gunnery attacks.

Surprise Raid:  This SA activates only on 'natural' rolls of 10 or better, and even if you lose initiative.  The ships may be chosen at any time before they roll an AA attack, and not necessarily right after the initiative roll.
Source: http://community.wizards.com/go/t.../War_At_Sea_Flank_Speed_questions
http://community.wizards.com/go/t...view/75890/21000881/Surprise_Raid and WAS U/C

Survivor:  Only hits against the vital armor (and hence not torpedoes) count to trigger this ability.  Even success of the survivor roll does not stop a crippled ship from receiving one hull point of damage and perishing.

Torpedo Run:  Ships using this SA don't necessarily need to move to the same sector (so long as both can make a torpedo attack) but normal stacking limits still apply.
Source:  http://community.wizards.com/go/thread/view/75890/20110657/WaS_Torpedo_Run

Vital Cargo: To satisfy the conditions of Vital Cargo, the ship and the island must be "on your opponent's side of the map." That excludes the neutral row of sectors across the middle.
Source: http://forums.gleemax.com/showthread.php?t=1024855

Wildcat Operations:  This special ability applies regardless of whether the unit is in an Allies or Axis fleet.
Source: WAS U/C
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Last edited by swarbs on Mon Feb 13, 2012 2:53 am; edited 24 times in total
PostSun Sep 14, 2008 11:10 pm
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Visio

 

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Very useful topic. Thanks
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PostMon Sep 15, 2008 5:48 am
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swarbs

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The list has been updated with the latest clarifications document, and with all the rulings on the official boards up to this date and I've even alphabetized.  Once again, credit goes to Defender 390 who kept a list of many of these rulings on the AH boards and to all those who asked the questions that led to the above clarifications.

In all cases, the statements about the SA's are my own, compiled and paraphrased from different sources.  Follow the links for the official rulings.  If any of these statements are incorrect, the error is mine, so please let me know and please don't blame anyone but me.  If you find something that is incorrect, a link that is broken, or have a suggested improvement or change, please let me know.  If you have a question that isn't answered above, feel free to ask me to post it on the AH boards for official clarification.

Also, this list only includes SA's.  I'm interested in starting another list of rules questions.  If you've got one you think I should include, or one that you think I should seek official clarification about, please send me a PM.
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PostSun Mar 15, 2009 4:57 pm
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swarbs

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OK, I know no one really reads this thread, but its my pet, so I updated it to today from the new AH boards and I went back on the old boards and pulled some gems from there too (including the determination ruling that I should have noticed long ago) going back to when the first clarification doc was released.  Enjoy it!
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PostWed May 27, 2009 2:52 am
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Greyh Seer

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tsk tsk.  I read this thread all the time!  Thanks for keeping it up!
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PostWed May 27, 2009 12:08 pm
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Greyh Seer

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I was wondering.  This would be much easier to refference if you used some sort of system to orginize it visually.  Different colors, using bold/underline/italics etc...

Just a thought. Smile
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PostWed May 27, 2009 12:09 pm
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NjCo

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I keep a printout of this in my WAS rule folder. Thanks for keeping us up to date!
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PostWed May 27, 2009 3:38 pm
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I also make good use of this threat. Thanks!

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PostWed May 27, 2009 4:00 pm
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swarbs

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Greyh Seer wrote:
I was wondering.  This would be much easier to refference if you used some sort of system to orginize it visually.  Different colors, using bold/underline/italics etc...

Just a thought. Smile


That is a thought, I finally got it in alphabetical order, which is some help, but perhaps I'll go through and put some bold in there, etc.

Anyway, thanks for reading gents and if you've got questions let me know, I can post them over at the other forum for official answers and inclusion on this list.
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NeuralDream

 
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Nice job arranging them alphabetically Very Happy.
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PostWed May 27, 2009 10:03 pm
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Aquarius

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The link for "Surprise" is broken.
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PostFri Jul 24, 2009 3:58 pm
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swarbs

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arrgh, I didn't see it on my first glance through the old boards, I'll look again.

On the bright side, a new Loiter question was posted and answered, and though we've known the answer I've seen a few questions about it lately, so I figured I'd add it to the list.
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Just a thanks for posting this.  It'll help me alot
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PostWed Jul 29, 2009 4:08 am
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Thank you very much...
NIce job.
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I always check this link out at least once a month to see whats new. Thanks for all your effort on keeping it updated.
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swarbs

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Glad you gents find the list useful.  Newest update was to mission selection.  A unit can use any attack type, it matters not what unit type you declare it to be.  Makes sense in regard to Beaufighter, but folks didn't seem to like this interpretation when they consider the new Italian fighter bomber.
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PostSun Aug 16, 2009 2:01 am
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swarbs wrote:


Anti-air Specialist:  Note the similarity in wording to Bristling with Guns, presumably the attacks must be against different targets.
Units: Atlanta, J.C. Butler, Akizuki


Is there any source for this, or is the 'presumably' your own interpretation? The word 'seperate' clearly says to me 'different', but clarity would be nice to beat the lawyers with.

swarbs, I'm sure this thread is useful to more people than you imagine. Thanks for the work.
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Perhaps I'm thick, but I'm not understanding what's not clear about it.  Separate targets means you can't fire at the same unit twice.
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There was no specific answer about this SA, but they are so similarly phrased that it is undoubtedly correct.  I'd be glad to post over on the other board for some official answer.
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jfkziegler wrote:
Perhaps I'm thick, but I'm not understanding what's not clear about it.  Separate targets means you can't fire at the same unit twice.


I agree absolutely, but 'separate' could be interpreted as 'non-consecutive' (separated) if you were determined to find a loophole, or English isn't your first language.

We (my regular group) had some discussion about this, but it seemed clear to us the intent was 'different'.



/DevilsAdvocate hat off.

PostMon Aug 17, 2009 12:14 pm
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