Aussie Gaz wrote:ARBCO
Using your example.
1. If you take province B and move all of your spys to province B the order you have given to spy B from A will fail but cost you no EFF (you must use a least one spy per spy order).
2. If you do the above but leave 1 or more spies in A the order will fail but cost you no EFF (you cannot spy on yourself or neutrals).
3. If you lose province B to someone else later in the OOP, your spies will not move and you have a chance of getting the spy info on what the other player has in the province.
Hope this helps.
And, Arbco, there's one further head-scratcher on this later in the game, from Turn 3, once players are firing missiles: you might THINK you've got 5 spies there in A, and move 2 forward to B, and order 2 spyings from B on C, 1 spying from A on B, and 2 spyings from A on D nearby. BUT: if your A got bombed, and you lost spies down to 2 left alive, you'll have moved ALL 2 spies from A to B, no spyings from A will count (just void, no penalty). Complex, but logical. And fun.
Oh and one other key thing to remember about spies later in the game: they get produced in the production phase, and the newly-produced spies can be used in the SAME turn, later, in the spying phase. This is different from missiles and armies, where production happens AFTER you bomb and attack. With spies, you can USE the ones you produce that turn - and THOSE ones won't have been bombed to oblivion - so long as you still have that prov .... hehe.
H
There are two ways to write: Short-hand, and Long-Han'ed. ~ Han
"If you can keep your head when all about you are losing theirs"......... it's probably just that you're the last person to appreciate the enormity of the catastrophe about to