Hi I was reading the rules and got confused mainly on the difference between shipyards and dockyards could someone explain please.
(what I understand about ports is there like A&A naval bases correct me if I’m wrong)
thanks
The FAQ Thread
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Thanks for reply. First off this is for my game and not 36/39. If anybody didn’t know.
Yes all your suggestions have been looked at.
Only major factory’s at capitals. Minors can only be built on rest of territories and produce up to territory value only. So really not a problem with German builds until the Moscow ic is involved.
Also to let you know Russia can move 1 factory per turn undamaged and if they get there NA Russian factories can 1 time in game move 2 factories once in game.
So yes moving factories needs to be done in order to build later and further east in Urals.Yes will look at getting half of Russia’s money if Moscow falls. Up to Germany to not damage the oil derricks in Middle East and convoy raid supplies to archangel to receive a decent amount of money when Moscow’s captured.
Russia will still get to collect income for rest of territories they control. Plus also they get a free tank at tankograd and can buy another for 4 icps so they still can buy good stuff. Plus figs and they do receive 1 LL unit from chart.
Should explain all Russia stuff.
They can also receive a inf or mech if they get both theses NAs in game. So they have really no problem building back up some.
Thinking with going with
Moscow falls factory moves to Samara.
Germany receives half of Russia’s money and the 6 icps for territory value. -
@gen-manstein Got it. Sorry, I think I knew you had your own game based on being on the boards for however many years now. But I guess I wasn’t thinking of it as essentially your own thing almost entirely!
So a lot of my stuff probably wasn’t helpful then haha.
So I see your conundrum then, as that’s the Soviet players’ only Major Factory possibility, since they’re only available on capitals. Not sure you’d want to do this, but you could just say that the turn Moscow falls, the Soviets can rebuild for free a Major Factory on the site of their new capital (Samara), but that this is only a one time thing? You could avoid different money scenarios that way that I listed above. That seems maybe “too easy” to have done though.
Your game sounds great.
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Well the factory would move to Samara and can build 2 units. But still have 2 more factories on 2 separate territories worth 2 and 2 builds at Tankograd. The East Ukraine and Archangel factories would be moved. And Stalingrad factory too can build 4. So u can build a total of 12 units after Moscow falls.
Also winter is every 3 turns.
All I know one game Moscow fell and Russians held Stalingrad. Paris was liberated which it should be if Germany needs to send a lot to Moscow and get. Also Moscow we think is close to defending itself and if it falls Germans won’t have much there.
Thanks for your replies !
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Will be curious how you reconcile the issue!
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@chris_henry said in The FAQ Thread:
Will be curious how you reconcile the issue!
Will play in a few weeks.
Going with
Moscow falls, factory goes to Samara
Germany receives half of Russia’s income.
Already played a game where I moved factory out of Moscow before get attacked next turn.
But Ger didn’t get no income. -
@hbg-gw-enthusiast said in The FAQ Thread:
The only time the Coastal Artillery gets shots is if enemy ships pass through the sea zone (enters one side and exits other side of the sea zone, even if that is on a subsequent turn).
I’d like to revisit this rule, about coastal artillery at narrow crossings, as prompted by our V4 discussions. In my opinion, the rule is a fun idea, but it doesn’t work, and needs to be fixed or scratched.
If my UK navy is already sitting in SZ 25 when Germany places a coastal gun, does that navy ever get shot at, when they leave the SZ, in either direction?
If some of my navy joins that navy from the North, and some of my navy joins that navy from the South, do I need to keep all three “navies” separate, as they would follow different rules when leaving the sea zone?
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Why can’t the rule just be any navy entering the sz and stops gets shot at. Also any time a navy passes through sz or by gun from either direction gets shot at.
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@gen-manstein said in The FAQ Thread:
Why can’t the rule just be any navy entering the sz and stops gets shot at. Also any time a navy passes through sz or by gun from either direction gets shot at.
I like the simplicity, but that sounds over-powered.
Maybe each Coastal Gun should be limited to one shot, at these narrow Crossings.
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@captainnapalm said in The FAQ Thread:
@gen-manstein said in The FAQ Thread:
Why can’t the rule just be any navy entering the sz and stops gets shot at. Also any time a navy passes through sz or by gun from either direction gets shot at.
I like the simplicity, but that sounds over-powered.
Well then just passing through either direction.
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@gen-manstein said in The FAQ Thread:
@captainnapalm said in The FAQ Thread:
@gen-manstein said in The FAQ Thread:
Why can’t the rule just be any navy entering the sz and stops gets shot at. Also any time a navy passes through sz or by gun from either direction gets shot at.
I like the simplicity, but that sounds over-powered.
Well then just passing through either direction.
I assume you mean, only passing through in one turn? Because the rule is already about only when passing through, but it includes passing through on subsequent turns. And that is the hard thing to track
That would make game mechanics easier, but I don’t think it seems realistic that a Navy could pass through, without getting shot at, if they stayed there one turn, for example.
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Do you mean if pass through in non combat it gets shot at ? Subsequent turns ?
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@gen-manstein said in The FAQ Thread:
Do you mean if pass through in non combat it gets shot at ? Subsequent turns ?
It means following turns.
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So your saying like 3 different navies pass by gun and they all get shot at ?
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So what is the coastal gun rule ?
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@gen-manstein said in The FAQ Thread:
So what is the coastal gun rule ?
Page 56, 12.9 Coastal Artillery:
“At narrow crossings, Coastal Artillery may shoot at each enemy surface ship at “3” that passes through (up to a maximum of three shots per turn). To shoot, players have to move the ships across the dotted line on the map.”How it works in SZ 25 is if you have a fleet in one half of SZ 26 and an enemy fleet moves into the other half of SZ 25, then the two fleets fight without any of the surface ships facing any coastal artillery.
Let’s say the attacking player entered from SZ 13, wins a screening battle in SZ 25, and wants to move to SZ 24 with his continuing forces. To do so, the continuing fleet has to pass across the dotted lines. If London contained coastal artillery, they would get to shoot. [Edited, thanks to CaptainNapalm!]
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@hbg-gw-enthusiast You said, “To hit Normandy, the continuing fleet has to pass across the dotted lines. If London contained coastal artillery, they would get to shoot.”
This is not the rule, as described by General Hand Grenade, in the original post.
GHG said, “The only time the Coastal Artillery gets shots is if enemy ships pass through the sea zone (enters one side and exits other side of the sea zone, even if that is on a subsequent turn).”
You have to exit the Sea zone, in order to be shot at.
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Does the coastal gun get a shot at ships on a amphibious landing ?
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@captainnapalm said in The FAQ Thread:
@hbg-gw-enthusiast You said, “To hit Normandy, the continuing fleet has to pass across the dotted lines. If London contained coastal artillery, they would get to shoot.”
This is not the rule, as described by General Hand Grenade, in the original post.
GHG said, “The only time the Coastal Artillery gets shots is if enemy ships pass through the sea zone (enters one side and exits other side of the sea zone, even if that is on a subsequent turn).”
You have to exit the Sea zone, in order to be shot at.
You are correct, Napalm! I will edit my post to correct. 8 )
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If I have this right if 1-2’fleets pass through this sz with gun and out then gets 2 shots. So just put a token next to each fleet to keep track of what gun gets a shot at.
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@gen-manstein said in The FAQ Thread:
If I have this right if 1-2’fleets pass through this sz with gun and out then gets 2 shots. So just put a token next to each fleet to keep track of what gun gets a shot at.
I’m not sure if you have that correct, but it’s interesting. Let’s say one fleet passes across narrow crossing and the coastal artillery fires three shots. Then another fleet crosses across same narrow crossing. I think the coastal artillery is limited to a total of three shots per turn because of the clause, “(up to a maximum of three shots per turn)”.