View Full Version : Carrier and planes rule question
Jesse_James
03-21-2007, 01:37 PM
I am a bit lost on how the rules work with the carrier and planes work when your carrier sinks.
Lets say I have 2 planes on my carrier and a basing capacity of 3. One is a fighter and the other a torpedo dive bomber. so my basing capacity is 3 and since I only have 2 planes on the ship I pick those 2 to try to save, I roll a die if I get a 1 it swims with the fished, anything else it is saved? Is that correct? Or can I only pick 1 type of aircraft to save?
Now lets say I have a 3rd plane out there (attacking) My carrier is destroyed. Do I roll for that plane as well or does he just go to the land base?
(or do I have to place all my fighters out on the baord... "Unable to just place one")
afilter
03-21-2007, 01:47 PM
I believe you roll one die for each plane that started that turn based on the sunk carrier. Since planes do not return until the end of the turn this represents planes returning to where thier ship was and having to ditch and/or lost on the actual carrier itself when it sunk.
So, if you have 3 planes based on the shokaku and it is sunk you roll one seperate die for each of the 3 seperate planes no matter what type they were.
Someone correct me if I am off base.
HTH,
Aaron
Jesse_James
03-21-2007, 01:51 PM
So if they are on the carriers or in the air if they started on a carrier that is going down you roll a die.
Now what if I roll ones. 2 planes go down. 15 points of planes are gone. Does that go towards my opponets VP (victory point) Cap?
Thanks for the feed back mate.
afilter
03-21-2007, 01:57 PM
So if they are on the carriers or in the air if they started on a carrier that is going down you roll a die.
Now what if I roll ones. 2 planes go down. 15 points of planes are gone. Does that go towards my opponets VP (victory point) Cap?
Thanks for the feed back mate.
Yes, roll one die for each plane seperately and on a roll of "1" they are destroyed and count toward victory points. If you lose a fleet carrier that had 3 planes and you roll 3 "1"s you could lose your entire air arm for that carrier.
jheitz4581
03-21-2007, 02:28 PM
Actually, I think the rulebook says that you pick a number of planes equal to the basing capacity of the carrier that is sunk and roll a die for them. It doesn't say that you roll a die for the planes launched from that carrier earlier in the turn, if I am remembering correctly.
My understanding is this: let's say you have three Dauntless on the Enterprise (basing 3), 2 wildcats on the Princeton (basing 2), and 2 Devastators launched from the land base. During the turn, the Enterprise is sunk. You would pick any three of your seven planes to roll a die for, not just the three Dauntless which launched from the Enterprise. Each 1 eliminates one designated plane. Then, of the survivors, any two could land on the Princeton and the rest would have to go to the land base.
I know some people are complaining that this is a little too gamey, but that's how the rules read.
Jesse_James
03-21-2007, 02:39 PM
IMHO you should only roll for the 3 planes that started with the sinking carrier. Oh well nothin' is perfect in life. Thus god created the house rule.
Domhnall101
03-21-2007, 02:42 PM
Actually, I think the rulebook says that you pick a number of planes equal to the basing capacity of the carrier that is sunk and roll a die for them. It doesn't say that you roll a die for the planes launched from that carrier earlier in the turn, if I am remembering correctly.
My understanding is this: let's say you have three Dauntless on the Enterprise (basing 3), 2 wildcats on the Princeton (basing 2), and 2 Devastators launched from the land base. During the turn, the Enterprise is sunk. You would pick any three of your seven planes to roll a die for, not just the three Dauntless which launched from the Enterprise. Each 1 eliminates one designated plane. Then, of the survivors, any two could land on the Princeton and the rest would have to go to the land base.
I know some people are complaining that this is a little too gamey, but that's how the rules read.
so in the example Jesse_James gives above forthe 2 air unit in play you roll 3 d6 for the staging capacity of the carrier and every 1 destroys the air unit.
rolling 1,1,3 would kill 2 units for example.
or if you had rolled mutant snake eyes (ie. 1,1,1) you would lose 3 units regardless of whether they were based of the carrier or off land?
Jesse_James
03-21-2007, 02:45 PM
so in the example Jesse_James gives above forthe 2 air unit in play you roll 3 d6 for the staging capacity of the carrier and every 1 destroys the air unit.
rolling 1,1,3 would kill 2 units for example.
That sounds right.
By the way... this is just an example:
Lets say I have a total of 20 planes (BIG game) I only want to send out 12 of them. Can I do that or do I have to send out all of my planes?
I know in the land base game you were able to do so.
jheitz4581
03-21-2007, 02:50 PM
That sounds right.
By the way... this is just an example:
Lets say I have a total of 20 planes (BIG game) I only want to send out 12 of them. Can I do that or do I have to send out all of my planes?
I know in the land base game you were able to do so.
I posed the same question in the "Rules Questions" thread. Richard Baker answered that you do not have to launch all your planes, but once you pass you cannot launch anymore that turn (page 4, post 42).
CdtWeasel
03-21-2007, 08:35 PM
There is nothing in the rules about assigning planes to a carrier. I'm assuming for simplicity sakes the decided not to make people track planes, and instead you randomly decide which aircraft in your pool get destroyed.
Walgers
03-22-2007, 05:01 AM
If an admiral had two carriers and lost one, would he not choose the airplanes which are to ditch? Makes sence to me to you choose what types are gone.
jheitz4581
03-22-2007, 05:43 AM
There is nothing in the rules about assigning planes to a carrier. I'm assuming for simplicity sakes the decided not to make people track planes, and instead you randomly decide which aircraft in your pool get destroyed.
Is it random? I thought you picked which aircraft to roll for.
Richter von Manthofen
03-22-2007, 06:31 AM
Read it this way you decide which planes should have gone to the carrier at the end of turn -> carrier gone -> planes are allowed a safe for trying to reach the land air-base (or another carrier) - instead of tracking which unit should go to which carrier at the start of turn (and give it a low chance to survive in case of the carrier goes down) just roll the maximum number of planes that possibly are assigne with a high chance to survive.
Logic for planes should be going from carriers (faster rearmament), so this mechanic is really: KISS
If your planes survive and you exceed your capacity you still can decide which planes to ditch to reach the maximum allowed.
No need to change the rule.
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