LHTR Step 7 - Final Revisions??

Here are the Tournment Rules for Revised Axis & Allies
Yoper
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Post by Yoper » Thu Oct 06, 2005 7:11 pm

5) From Appendix I: Unit Profiles- Sea Units, Group Description:
All sea units can move up to 2 friendly sea zones. They cannot move into or through hostile sea zones, except when the enemy forces consist of only submerged submarines (see Submarines, below). If enemy units other than submerged submarines occupy a sea zone, your sea units end their movement and enter combat. Submarines are an exception: They can pass through a hostile sea zone without stopping, unless there is a destroyer present (see Destroyers, below).
6) From Appendix I: Unit Profiles- Sea Units, Transports Description:
Bridging: A transport can load and offload units without moving from the sea zone it is in. This is referred to as “bridging.” Each such transport is still limited to its cargo capacity. It can offload in only one territory, and once it offloads, it cannot move, load, or offload again that turn. A transport cannot bridge in a sea zone that contains hostile units, unless the enemy forces consist of only submerged submarines. Bridging counts as the transport's move for the turn.

As for the "bridging " thing, don't go there Krieghund! :twisted:

You don't know how many times I have had to tell someone that bridging doesn't give them extra capacity!

Craig

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Post by Krieghund » Thu Oct 06, 2005 8:54 pm

Yoper wrote:As for the "bridging " thing, don't go there Krieghund! :twisted:

You don't know how many times I have had to tell someone that bridging doesn't give them extra capacity!
OK then, maybe the last sentence should be changed to "Bridging does not allow a transport to move any more units than a normal movement."
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Going two and a half times...

Post by BlackWatch » Fri Oct 07, 2005 9:48 am

Craig has assembled the following six amendments. Unless something major is added or otherwise uncovered in the next few days, these are the changes that will now differentiate LHTR version 1.3. These sections are listed in the same order as they appear in the manual:

1) The revised wording for Step 7 is:
Step 7: Press Attack or Retreat
Combat continues unless one of the following conditions occurs (in this order of sequence):
a) Attacker retreats all attacking units;
b) Defender retreats all subs by submerging, leaving no other defending units in play.
c) Attacker loses all units;
d) Defender loses all units; or
e) Both sides lose all units.

As long as combat continues, repeat steps 2-6 (only subs will be able to fire in step 2 - all other opening round fire capabilities are for one round of fire only). If no subs are present, repeat steps 4-6. Each such set of steps constitutes one cycle of combat.

A. Attacker Retreats
The attacker can retreat during this step. The attacker may retreat only if enemy units remain on the battle board. All attacking units must retreat at the same time (except air units in amphibious assaults - see note below).

Land combat.
Move all attacking land units in that combat to a single adjacent friendly territory from which at least one of the attacking units (excluding air units) entered. All such units must retreat together to the same territory, regardless of where they came from. See notes below for air units and amphibious assaults.

Sea combat.
Move all attacking sea units in that combat to a single adjacent friendly sea zone* and from which at least one of the attacking units (excluding air units) entered. All such sea units must retreat together to the same sea zone, regardless of where they came from. See notes below for air units, amphibious assaults and submarines.

*The sea zone must have been friendly at the beginning of the conduct combat phase.

Air Units:
When you designate that an air unit will retreat, return it to the game board battle site. It will retreat as a noncombat move when all other air units finish their moves in the noncombat move phase. Air units can retreat to any friendly territory within their total movement range. A fighter can retreat to a friendly aircraft carrier or to a friendly sea zone, as long as a carrier moves there this turn.

Amphibious Assaults:
No land unit can retreat from the land combat portion of an amphibious assault. Attacking air units, however, may retreat in step 7 of the attack sequence. If they do so, they must retreat all at the same time. Remove them from the battle board and place them in the embattled territory on the game board. They will complete their move when all other air units finish their movement in the noncombat move phase. Air units can retreat to any friendly territory within their total movement range. A fighter can retreat to a friendly aircraft carrier or to a friendly sea zone, as long as a carrier moves there this turn.

All land units must continue combat until at least one side loses all its units.

Submarines: Attacking submarines may retreat during this step by submerging or by retreating to the same adjacent friendly seazone as all other attacking sea units. They may not submerge if opposing destroyers are still on the battle board. The attacker may elect to submerge one or more subs, while retreating on the surface with others. Return any submerged submarine to the game board and tip it onto its side to mark it as submerged. It remains submerged until the end of the noncombat move phase.

B. Defender retreats subs by submerging

If the attacker has not retreated, defending submarines may retreat during this step by submerging. They may not submerge if opposing destroyers are still on the battle board. The defender may elect to submerge one or more subs, regardless of whether or not there are other types of defending units still on the battle board. Return any submerged submarine to the game board and tip it onto its side to mark it as submerged. It remains submerged until the end of the noncombat move phase. (Submerged submarines do not stop enemy sea units from moving through their sea zone.) If no defending units remain on the battle board after this step, combat ends.

C, D, & E. Attacker and/or Defender Loses All Units
Once all units on one or both sides have been destroyed, the combat ends. If a player has units remaining, that player wins the combat. The player that has units remaining returns those units to the appropriate space on the game board.
2) Noncombat general description for sea units:
Sea Units: Sea units can move through any friendly sea zone. They cannot move into or through hostile sea zones, except when the enemy forces consist of only submerged submarines. Transports can move to friendly coastal territories and load or offload cargo, unless they moved during the combat move phase.
3) Noncombat submarine move section:
Submarines cannot end their noncombat move in hostile sea zones , except when the enemy forces consist of only submerged submarines. At the end of this phase, all submerged submarines resurface. This does not trigger combat, even if there are enemy units in that sea zone - this turn's conduct combat phase is over. However, a player who begins a combat move phase with units in a sea zone containing enemy submarines may choose to not move and instead attack the submarines.
4) Unit Profiles- Sea Units, Group Description:
All sea units can move up to 2 friendly sea zones. They cannot move into or through hostile sea zones, except when the enemy forces consist of only submerged submarines (see Submarines, below). If enemy units other than submerged submarines occupy a sea zone, your sea units end their movement and enter combat. Submarines are an exception: They can pass through a hostile sea zone without stopping, unless there is a destroyer present (see Destroyers, below).
5) Submarine unit profile:
Submarines
Description: Predators that attack from beneath the surface.
Cost: 8
Attack: 2 (Opening fire step) (3 with super submarines)
Defense: 2 (Opening fire step) (3 with super submarines)
Move: 2
Special Abilities
Treat Hostile Sea Zones as Friendly: A submarine can move through a sea zone that contains enemy units. However, if it ends its combat move in a hostile sea zone, combat will occur. A submarine cannot end a noncombat move in a hostile sea zone, except when the enemy forces consist of only submerged submarines. If a submarine enters a sea zone containing an enemy destroyer, it must end its movement there.

Sneak Attack: Submarines always fire in the opening fire step, whether on attack or defense. They can fire only on sea units. Casualties from this attack will be destroyed before they can return fire, unless an enemy destroyer is present. (Any sea or air unit can hit a submarine.)

Submerge:

An attacking submarine may retreat from combat after all attacker and defender units have fired, at the same time as all other attacking units retreat. It may retreat on the surface to a seazone from which at least one attacking sea unit came. If it retreats on the surface, it must retreat to the same space as all other sea units that retreat. One or more attacking submarines may also retreat by submerging.

Defending submarines may retreat by submerging after any round of combat. One or more defending submarines may submerge, regardless of whether there are any other defending units left in play.

If any submarine submerges, it is returned to the game board, and is placed on its side to indicate it is submerged. It remains submerged until the end of the noncombat move phase. The submarine then resurfaces regardless of whether enemy units are still there; this does not trigger combat. Enemy sea units may move freely into or through a hostile sea zone containing a submerged submarine, and enemy transports may load or offload there.

The presence of an enemy destroyer in combat prevents a submarine from submerging but does not prevent an attacking submarine from retreating on the surface.

Weapons Development - Super Submarines: If you have the super submarines development, all your submarines attack at 3 and defend at 3.
6)Unit Profiles- Sea Units, Transports Description:
Bridging: A transport can load and offload units without moving from the sea zone it is in. This is referred to as “bridging.” Each such transport is still limited to its cargo capacity. It can offload in only one territory, and once it offloads, it cannot move, load, or offload again that turn. A transport cannot bridge in a sea zone that contains hostile units, unless the enemy forces consist of only submerged submarines. Bridging counts as the transport's move for the turn.
Going two and a half times...

(edited to reverse the order of the last two items to conform to the layout of the LHTR rules.)
Last edited by BlackWatch on Fri Oct 07, 2005 2:45 pm, edited 1 time in total.
BlackWatch

Yoper
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Post by Yoper » Fri Oct 07, 2005 2:04 pm

pssst......... Hey, BW!

The submarine profile comes before the transport profile.:oops:

Either way, no problem! :wink:

Craig

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Post by BlackWatch » Fri Oct 07, 2005 2:13 pm

Yoper wrote:pssst......... Hey, BW!

The submarine profile comes before the transport profile.:oops:

Either way, no problem! :wink:

Craig
Oops indeed. :oops:

I'm not sure why it was flip flopped in LHTR, but the book rules have transport unit profiles first. As long as we're doing a revision for LHTR, what say we flip it back, so if someone has the patience or interest to lay the rule sets side by side, at least they'll follow the same general outline??

BW
BlackWatch

Yoper
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Post by Yoper » Fri Oct 07, 2005 2:35 pm

NO!

I like the transport last because that puts all the other offensive units before it.

Also the transport has a bigger write-up in the unit profile and it fits nicely onto one page if it is at the end.

With it at the end, I can make sure that all its info is on one page and that makes it easier to reference the info. If it is in the middle of the sea units area, then it is harder get it all on one page. Then the player is flipping back and forth from one page to another to read all the info. All that can cause something to be missed.

Right now the order is: battleship and destroyer on page 1, aircraft carrier and sub on page 2, and then transport on page 3 of that section.

That is why I spaced the the units in the other sections of the pdf the way I did. It looks better and the information for a unit isn't split across two pages.

It is easier for me as the GM of a tournament to direct a player to the proper answer in the rule book if it is ordered in such a way.

Those are my biased reasons for having that way.

Craig

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Post by BlackWatch » Fri Oct 07, 2005 2:43 pm

No problem then.

I'll edit the order above to conform to your demands, er, requests, er, suggestions... :)
BlackWatch

Yoper
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Post by Yoper » Fri Oct 07, 2005 2:46 pm

You don't have to do anything because I said so.

Just email the group and see what they think.

It is just my opinion.

Craig

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