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
-
@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.
-
So your saying like 3 different navies pass by gun and they all get shot at ?
-
So what is the coastal gun rule ?
-
@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!]
-
@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.
-
Does the coastal gun get a shot at ships on a amphibious landing ?
-
@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 )
-
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.
-
@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)”.
-
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
-
@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. -
@trig proposing that roundel idea, is not going to go over well, in my current game. With me playing the UK, the German player will surely cry foul!:stuck_out_tongue_winking_eye:
-
Oh, and I think the three Naval task force markers, in one sea zone, is unplayable. Like I said in my original post, the rule needs to be fixed, or scrapped.
-
Another pedantic question I thought of:
If France obtains a tech before it surrenders does:
- Does Free France have access to that tech? Does Vichy France have access to that tech?
- When Free France evolves to a major power, do they gain any priorly unlocked French Tech and/or resume their tech rolls where France left off?
-
Free France is a minor power (Rule 4.2), not France, and so I would say no your first questions and yes the the second.
-
@insanehoshi On the second, I would say yes, as it says in 14.4.1 that "if the French surrender conditions are reversed, then Free France will become “France” again.
-
Off the Free France reference sheet: “Free France may receive lend- lease in its capital.”
Is seems meant as an exception, but is the exception that Free France may ONLY receive lend-lease in its capital? Or that Free France may receive lend-lease in its capital, no matter whether there is a supply path or not? Meaning, Free France would still be able to receive lend-lease in other territories, following the standard lend-lease rules.
Is there any limit to the value of a lend-leased unit to their capital? As they might pick a capital with no supply path, it seems unlikely that you would limit them if they chose a capital with a minor port, for example.
Alternatively, the rule might read, “Free France may only receive lend-lease in its capital, and it must follow normal lend-lease rules.” So, the capital would be restricted, or cut off from lend-lease, in certain situations.
-
@captainnapalm I’m not sure here, but my thought would be this.
According to the rules, you lend lease must be delivered to the home country of a nation. Free France considers France its home country. If there is a Free France, they probably don’t own this. Tus, I see this rule as exempting them from the home country requirement so that they can receive lend lease.
I would assume that since it is not stated, the standard lend-lease rules for capacity, restriction, and interdiction would apply. Meaning you need a port in you capital to get lend lease. (Not that that should be hard to find.)Side note: Can Free France build a port? It is not on thier build chart. Same with China. Are facilities a universal option, or just for major powers. For instance, France can build a minor factory, but I don’t believe China can. There is no clear answer to this.
-
@trig I forgot about lend-lease being restricted to home country. This would make it more obvious to me that Free France is restricted to receiving lend-lease ONLY in its capital.
I think standard supply path restrictions would apply.
And I do not think Free France may build any facilities, other than the minor factories specifically stated.
-
This too is problematic. For one, their reference sheet says (IIRC) that upon liberating paris:
If Free French liberates Paris, it becomes a Major Power (effectively becomes France again)
The way I interpret this, is that Free France is still Free France, however its has all the bells and whistles of France. If my interpretation is incorrect however, and Free France becomes France, this leads to another issue/question: “If Free France becomes France, do they now regain all French conditions, in particular surrendering?”