Shannon V. OKeets
From: Honolulu, Hawaii
ORIGINAL: Shannon V. OKeets
Here is today's logic puzzle in WIF rules.
1 - The Axis move naval units (A) into sea area X, where they are intercepted by Allied units. The Axis decides to fight through, so a naval combat takes place. After the first round of the naval combat, some Allied units (B) are forced to abort.
You need also to mention that the interception roll was successful, otherwise the reader might think that all interceptions are automatic.
If the aborted units move immediately, problems can arise. For instance, ...
2 - The Allied units B pass through sea area Y while aborting/returning to base, where they are intercepted by Axis units already in the sea area Y. The Allied units have to fight through, so a naval combat takes place. As a result of the first round of this naval combat, some Axis units (C) are forced to abort.
3 - What happens if the Axis units execute their abort/return to base through sea area X?
Just to give you the current status at this point:
- we are still in the Axis naval movement phase,
- the Axis units A are trying to fight through sea area X,
- we are between naval combat rounds 1 and 2 sea area X,
- the Allied units B are trying to perform their abort/return to base and are fighting their way through sea area Y,
- we are between naval combat rounds 1 and 2 in sea area Y
- the Axis units C are trying to perform their abort/return to base from sea area Y, and want to pass through sea area X.
I - As a slight simplification of this mess, I propose delaying all aborts/return to base due to combat until the end of the naval combat in the sea area (quiescence). Then at least we will know that the naval combat in sea area X isn't between rounds.
I'd say that this is the way it is played indeed by some group playing the game. But you need to create groups of Aborting ships : Those aborted in round 1, those aborted in round 2, etc... Each group aborting separately one after the other, and not as a big group.
II - I further propose that all aborts are concluded before 'normal' naval movement recommences. Which in the above example means that the Axis units A would still be in sea area X when Axis units C enter the sea area as part of their abort/return to base. Since A in in the sea area, then they might get involved in further combat when C enters. Once C completes its return to base, then B will complete its return to base, and then A can continue moving.
This is a rare occurence that you have to take care of in programming the computer game, but that I never have encountered in 12 years of gaming WiF FE intensively, so I guess that around the table we would have had simplified it this way too.
As a note, remember that units initialy aborted, and then aborted again in a new interception, don't have their movement allowance and rate renewed, they still have to abort within range of their initial sea area where they aborted in the first place (this is in the FAQ, as question Q11.4-9 -- that is a question about overruning ships, but whose answer can be converted to this case).
Is it really necessary to have each group abort separately for each round? Typically naval combats were over within 24 hours, which in the WIF time scale is instantaneous. Subdividing it further by combat round seems excessive.
The other problem here is that ships from multiple major powers and both sides might be aborting. That's especially true if one side decides to call it quits. To prioritize who aborts first I am planning on having the side that moved ships in the area abort first. For normal naval combat it is the side which chose to initiate the combat. But here I am going with the side that 'provoked' the combat by having its ships enter the area.
When multiple major powers are aborting from the same side, they can choose to do that in whichever order they like.
Perfection is an elusive goal.