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
- 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.
- 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).
- 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).
- 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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