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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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)”.
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Ok. Then just use a number token or dice showing how many shots each fleet gets up to 3 max
Should be the same for Gibraltar
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@captainnapalm
That is currently the RAW. (+FAQ) You can enter, not get shot at, and then leave. However, if you cross by the guns when you leave you get shot at.
However, though this works, it is clunky. The other alternatives, such as whenever entering the zone are way to OP. My solution and current house rule is to make a “roundel” in the sea zone and say that that is where all the ships are. Then from that roundel, if you pass the gun, you get shot at. It eliminates any zone within zone-ing, which can be good or bad depending on your perception.
I think you have to decide with your group how you want to play. I would err on the side of the rules, annoying though it is, and just get a marker like Gen M said.