From: Madrid, Spain
I believe it can be objective of other results as long as the round has not ended, although this part can be arguable.
The combat results are:
X The unit (and any cargo on it) is immediately destroyed.
D The unit is damaged. Put a damage marker on the unit. If the unit is already damaged, it (and any cargo on it) is destroyed instead.
A damaged unit only has half its printed attack, AA and ASW factors. Its defense factor is 1 higher. Its range and speed are not affected. A damaged CV may not fly carrier planes (see 14.4).
At the end of combat in this sea area (not each round), all damaged units must abort.
A Your unit aborts. At the end of the combat round, return it to base according to the return to base rules (see 13.4).
Turn the aborted unit (and any cargo) face-down.
1/2 A No effect unless the same unit suffers two ‘1/2 A’ results in one round of combat. Two ‘1/2 A’ results become an ‘A’ result.
But this is for naval combat, in the specific rules for port attack itself, the ship cannot obviously abort from combat so the phrasing seems to indicate it is only flipped which would make it clearer in this case, it's still there for more damage to be applied if any left.
After any air-to-air combat (see 14.3), your opponent subjects the surviving bombers to anti-aircraft fire from the naval units in the port (see 11.5.9) and AA units (AsA option 3: see 22.4.2).
Then you attack the naval units with any of your bombers’ air-to-sea factors which survived anti-aircraft fire. You do this just like a naval air combat (see 11.5.9) with the exceptions that:
(a) SUBs in a minor port are automatically included (major ports are assumed to have bomb-proof pens and the owner may choose whether to include them in combat or not); and
(b) each ‘A’ (abort) result allows you to turn a face-up target unit, face-down; and
(c) there is only 1 combat round in a port attack.
< Message edited by Joseignacio -- 8/13/2018 7:39:55 AM >