[WarInEur] Flying the friendly skies

Hansen ultrasoundimages at sbcglobal.net
Fri Aug 3 14:09:25 EDT 2007


I think I agree, but let me pose a couple of corner cases.

1) German moves first and withdraws all air points from the front. His air
range remains 12, even though there are no planes left to fly. Any naval
movement covered by his air range is safe from extraordinary (but not
ordinary) air-sea interdiction. The cowardly RAF must gather its courage
before recklessly flying where the 109G normally flies.

Wallie moves second and withdraws all of his air points from the front. His
air range remains 12, even though there are no planes left to fly. 

Q: Can the German interdict movement in the channel? I would say no as he
has no planes on the front. He may have planes coming in and he has planes
leaving, but no planes are actively on the front.

The war continues from the point above:

2) German moves air points back in to front and immediately transfers them
out again. His air range is 12. Inquiries as to why he was moving planes out
of a front while obviously moving other air planes into the same front from
other fronts and then moving them out again should be directed directly to
the Reich air marshal. Any naval movement covered by his air range is safe
from extraordinary (but not ordinary) air-sea interdiction. Just the hint
that a FW190 might be in the area is enough to deter the RAF.

Wallie doesn't move any planes back in the front. His air range is 0. Wallie
makes a naval movement that is within Axis air range, but obviously out of
allied air range as that air range is 0.

Can the German interdict movement in the channel with air units moved into
the front and then back out? I would say no as he has no planes on the
front. He may have planes coming in and he has planes leaving, but no planes
are actively on the front.

Thus shuttling an air point in and out of a front is enough to maintain air
range, even though as soon as it is transferred in, the unit is transferred
out again (obviously to keep this up, he must have a brother pilot who keeps
his bags packed and is likewise constantly shuttled in and out). This
doesn't make to much sense from a real world perspective, but that is how I
would read your proposed rule.

A new scenario:
3) Both sides have had no air units on the front for some time. Both sides
know this because they have seen the enemy air range be 0.

The German transfers planes into the front. His air range goes to 12. 

During the following wallie turn, wallie transfers planes into the front,
assigns them to air combat and sees them all shot down with no losses to the
German. Allied air range is 12 and allied naval movement is protected from
extraordinary interdict within that range.

Thus, sending one kamikaze pilot into the front protects that front for the
duration of the allied turn.

The German player would start his turn seeing the allied air range is again
at 0 as all allied points where shot down.

Yet another scenario:
4) The hold on a front is tenuous, with just one hex being in supply. But a
full compliment of air continues to fly out of this single brave bastion.
The dastardly foe cuts off supply to this lone hex on the air front, but
does not capture it. Since you can not fly from unsupplied hexes, all planes
on the front are grounded.

Does air range from other air fronts extend into the unsupplied front? I
think so, but am frankly not sure. Inquiring minds want to know.

What happens to the air planes on the front? I think CWIE I just eliminated
them. Personally, I would either force them to transfer out at the maximum
rate, or at least do a max transfer out and then kill the rest. Does the
answer as to what happens depend on if the supply is ever restored? Should
we give control to keep the planes on the front with the player having only
the option to conduct no operation or transfer out? Should the player be
able to transfer planes into the unsupplied front?

Now supply is restored to the lone hex. Are the planes there again? 


Steve Wrote:


  I would suggest that the committal of air points should be sufficient, to
prevent extraordinary air-sea interdiction.

  So, if you assign assign air points,  whether it survives or not.

  So if you have an air point, you have an airforce, and rules apply, no
airpoints, no way of preventing it.  

  So no APs on a front, no need to take account of the enemy.


  I have snipped through his reply to get at the meat, but he makes two
points if I understand him correctly. 

  If you commit all your AP on a Front to Combat and all of them are lost
you still have an air range for the rest of the turn.

  However, if you have no AP assigned to a Front at the beginning of a turn,
then you do not have an Air Range because there are no AP to enforce it.

  I can accept his rational and believe it is the way CWIE2 should be coded.

  Any dissenters?

  Kent







More information about the WarInEur mailing list