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Submarine Information

The Essentials of Submarines

Submarines are one of the most unique units in the game. They have a similar attack and defend capabilities, hitting on a '2'. However, when attacking, the casualties of Submarines do not get a defending roll. In addition, while Submarines can be hit by aircraft, they cannot hit aircraft themselves.

Frequently Asked Questions about Submarines

  1. Q: Does my attacking sub only get a first shot advantage in Round 1?
    A: No. An attacking sub gets a first shot advantage each and every round that it fires.

  2. Q: What happens in a battle where the attacker has only air units and the defender only submarines?
    A: The attackers get to attack for one round, then the submarines can exercise their withdrawal option to an adjacent friendly or unoccupied sea zone. If one does not exist, the poor blighters are done for (destroyed).

  3. Q: Can a submarine move during an opponent's turn?
    A: Yes. if the opponent attacks the sea zone the submarine is located in, and the attack fails to destroy the submarine, the submarine has the option of withdrawing to an adjacent friendly or unoccupied sea zone. In some cases, a submarine may have the opportunity to move a total of 3 sea zones in a single round, in addition to the regular 2 sea zones during the turn!!! (This assumes an Axis Submarine is unsuccessfully attacked by all three Allies in one round - a very unlikely circumstance).

  4. Q: Will my GM automatically retreat my sub if is attacked by only air units?
    A: Only if the battle is air only vs sub only. The GM is also to withdraw the sub after any round of combat that results in an air only vs sub only situation for the next round. In all other situations, the defending player must have sent in prior sub retreat orders.


This page last updated August 23, 1999 by Micwil.

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