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Subject: Air Combat rss

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Perry Lee
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Our group has read through the rules on Air Combat multiple times and we have changed the way we have done things at least twice. Currently, we are playing that escort fighters only protect against fighters targeting their bombers - they do not abandon their bomber and attempt to shoot down opposing bombers. Interceptors have to decide if they are intercepting the fighters attacking their own bombers or intercepting opposing bombers. They same with combat air patrol. This sometimes results in 2 air combats where both sides are flying ground support into a hex. If enemy bombers are not intercepted, then they are automatically cleared through. One of the other ways we've played in the past was just having one big air combat for all fighters - patrols, escorts, and interceptors - and all bombers.

The paragraph in 14.3 can be interpreted in two different ways depending on English vernacular: The mission rules will tell you when to fight any air-to-air combat.
You only need to fight one if both sides have aircraft or carrier
planes present and either has a fighter amongst them.


The keyword is "one". In American English vernacular (at least from what I've experienced in the west coast), that word can be roughly interchanged with "an" in this context, as in "It is only necessary to fight one [an air-to-air combat] if both sides have aircraft present and either has a fighter amongst them."

Upon closer reading, maybe Australian Design Group meant one as in an actual integer, meaning only one - literal one - air-to-air combat is fought in each sea zone or hex per mission type.

My group has spent hours reading through these rules and debating their interpretation. If anyone from ADG reads this forum, I would recommend reading the rulebook written by Ed Beach for The Virgin Queen. Based upon his experience with Here I Stand he got feedback from playtest groups from around the world and as a result he has one of the best written rulebooks I have ever seen in my gaming life, with redundant (but relevant rules) in multiple sections of the rulebooks, clarifying statements (saying what you just said, but again in a different way) and examples. The best part of the ADG rulebook for WiF is your examples. Almost every time you use an example it clears up a rules question for us, but in areas of the rules where you don't have an example, is where we get hung up the most.
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The "one-big-air-combat" approach is the correct one.

Welcome to the WiF boards on BGG, by the way. This is a good place to get rules interpretations in a straight-forward and quick manner. Someone here will usually help you translate "Rowland"ese.
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Dale Morrell
Australia
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I agree that "one" and "an" are interchangeable but I would maintain that "one or more" interchanges with "any", not "an".

For correct Australian English please refer to the Macquarie dictionary .
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Perry Lee
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Thanks for the responses. It is a pleasure to meet a history teacher on the forums. We have a history teacher in our gaming group, as well.

Dale, I thought you might be joking about the Macquarie dictionary, but I looked it up and it is actually a thing.

I do find it interesting and notable, that out of all the rules discussed by myself and respondents, Air Combat has the least amount of rules being cited to support a position. It really does seem to come down to the unwritten interpretation and by extension broader consensus within the gaming community. Without the internet or events such as WiFCon, I wonder how many different interpretations of the WiF rules would be playing concurrently around the world.
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Probably a few. Air combat has a few rules that are easy to mix up without careful reading. Your group, however, should be fine.

Phil, the history teacher covering "Watergate" on Monday with 8th graders, and the "Nullification controversy" on Monday with 7th graders.
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Joseph Moore
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I have always wondered about the reason for the location of the air rules in the rulebook. They seem out of sequence, added after non-combat related items. I wonder if in the original development of the game these took longer to perfect and were only added in after Harry et al got them the way they wanted.
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Wendell
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Si non potes reperire Berolini in tabula, ludens essetis non WIF.
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Hey, get your stinking cursor off my face! I got nukes, you know.
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Gunner Joe wrote:
I have always wondered about the reason for the location of the air rules in the rulebook. They seem out of sequence, added after non-combat related items. I wonder if in the original development of the game these took longer to perfect and were only added in after Harry et al got them the way they wanted.


The air movement and combat rules are the first section to appear after the various sections that are listed roughly in sequence of play. Probably because air combat can occur in multiple different parts of the sequence of play, so no one spot in the sequence really worked and they were put where they are rather than repeat them over and over (though the actual air missions - ground strikes, air transport etc, are all covered in the appropriate part of the sequence of play). I wouldn't read anything more into it!
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