@taamvan:
Must you send a lone sub against a huge fleet that is blocking the way that is preventing you from bringing a carrier into position (say during NCM) to pick up planes that could potentially survive and need a landing space from some other battle, even though you “know” that you cannot win this battle in any event and that the planes will end up ditching?
Yes in low luck, and yes without. The only hitch here is that you MUST send the sub to make this attack. You cannot win a battle you do not attempt to fight.
I do see what you are saying, that in low luck, there are no “hits and misses” and therefore, since the attack could never be won without immense luck, that it doesn’t meet the summary judgment rule (all attacker hits and all defender misses). But as you also mention, low luck is a tacked-on rule, so we just go back to what it says in the main rulebook; if there is any chance no matter how slight of you winning, you can bring the fighters as long as you make some attempt with at least 1 unit to clear the crucial zone. The sub still meets the test of the rule even though low luck makes its odds go from 1% to 0%.
What if we attack the blocking fleet with a (damaged?) aircraft carrier, alone, which has no combat rating and therefore, can never “inevitably” hit? Maybe this is an even gameyer test of this rule (though we may find some other rule that states that you have to bring at least 1 attacker with attack value into a combat…)
You must be able to win, if you play low luck this becomes a bit of a strange situation indeed.
Low-Luck is a house rule ( like many others ) so if you dont specify anything for this situation it becomes a mather of debate.
Since there should be a non 0 chance, and there is no way a sub will win in low luck you can easy calculate that result, your carrier can never move there.
But if you are attacking with air against some defenders you can also garantee dat your fighters will never survive ( so cannot kill a stack of transports )
Personaly even with low luck i would ignore the low-luck rules during combat moves but you could agrue that since you make use of them during combat-moves you also have to use them if they are not in your favor. So i guess this is something to clarify in advance before starting a game, just like the limitations on where to place your bids.
@Caesar-Seriona said in Dutch Neutrality Question:
Because the creators thought it was enough to put their colonies in but not count it as an independent faction hence why you can’t liberate their homeland because it’s marked as German Grey and how it lacks units, income, and turn. So they make it under this stupid exile in govern status.
Sorry, I don’t get that in the context of an argumentation for your previous statement:
@Caesar-Seriona said in Dutch Neutrality Question:
The game actually treats Japan already at war with the Dutch on turn 0.
As clearly stated by the rules Japan starts the game being at war with China only.
There is no state of war between Japan and the Netherlands.
In order to attack Dutch colonies Japan needs to establish a state of war with UK/ANZAC instead.
Rulebook Pacific 1940.2, page 37:
Japan may attack Dutch territories only if a state of war exists between it and the United Kingdom and ANZAC.
The “only” is implicitly on page 20 of the Rulebook, as that is the only place in the Rulebook that taking control of an allied power’s territory is mentioned. In the absence of any other rules regarding taking such control, one may assume that it’s the only way it can be done, since no other provision is made for doing so.
The USA cannot move any units into any land territory that’s not their own until they are at war.
So, no, they cannot send fighters to the UK until they are at war with Germany.