Kerch.

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tyronec
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Kerch.

Post by tyronec »

If the Eastern side of Kerch are enemy territory and unoccupied it is impossible to cross from West to East.
If the Eastern side is occupied it was possible, at least under past versions, to assault and then cross.
The reason may be to do with ownership of the ferry hex, 7.3.5.
However movement should be possible under 38.7.3.
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panzer51
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RE: Kerch.

Post by panzer51 »

Concur, I stopped playing because my troops were sitting in Kerch for 3 turns and refused to cross. No Soviets anywhere is sight on the other side of the strait.
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loki100
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RE: Kerch.

Post by loki100 »

ORIGINAL: panzer51

Concur, I stopped playing because my troops were sitting in Kerch for 3 turns and refused to cross. No Soviets anywhere is sight on the other side of the strait.

I know its a silly idea but if you apply the rules in 7.3.5 it actuall works exactly that way. If Kerch is damaged (ie a port less than 1), the Soviets win any contest for the ferry hex 2-1. When Kerch fully repairs it becomes a 2-2 tie.

At that stage the secondary tests come into play

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tyronec
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RE: Kerch.

Post by tyronec »

I know its a silly idea but if you apply the rules in 7.3.5 it actuall works exactly that way. If Kerch is damaged (ie a port less than 1), the Soviets win any contest for the ferry hex 2-1. When Kerch fully repairs it becomes a 2-2 tie.

At that stage the secondary tests come into play
Yes, I read that.
However in '41 there will be 2 Soviet hexes and 1 Axis hex so control is always Soviet.

But there is also this which I think contradicts it. By this rule you can move from a frendly hex to an enemy hex by ferry:
'(1) Special Ferry Rules – Ferry Movement is allowed between
two friendly hexes or from a friendly hex to an empty enemy
controlled hex. In this case the MP cost of the ferry is 12 for
motorized and 6 for non-motorized units.
Units may enter a ferry hex to attack an adjacent enemy land
hex. Units that fail an attack from a ferry hex will retreat back to
a land hex.'

However, whatever the rules say it is a nonsense that you can cross Kerch if the Soviets defend it and you attack them and win BUT you cannot cross Kerch if it is undefended. Which is what seems to be the case now.

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The lark, signing its chirping hymn,
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Meanwhile, the nightingale intones
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loki100
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RE: Kerch.

Post by loki100 »

Tyrone

You are misinterpreting the rules.

Assuming axis on west, Soviets on east, as long as Kerch has any damage then the Soviets win control, they have 2 hexes to 1. If Kerch has no damage (ie its a level 1 port) then there is a tie. So control is not "always Soviet"

Once you get that 2-2 tie, the rules test for interdiction/cv/phasing in that order.

All this is as its been ever since WiTW. That is one of the manual sections where I retained precisely that wording - I recognise the style of syntax and its not something I wrote.

Roger
panzer51
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RE: Kerch.

Post by panzer51 »

ORIGINAL: loki100

Tyrone

You are misinterpreting the rules.

Assuming axis on west, Soviets on east, as long as Kerch has any damage then the Soviets win control, they have 2 hexes to 1. If Kerch has no damage (ie its a level 1 port) then there is a tie. So control is not "always Soviet"

Once you get that 2-2 tie, the rules test for interdiction/cv/phasing in that order.

All this is as its been ever since WiTW. That is one of the manual sections where I retained precisely that wording - I recognise the style of syntax and its not something I wrote.

Roger

Why do you need a port to cross approximately 10 miles of water with islands in between?
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loki100
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RE: Kerch.

Post by loki100 »

ORIGINAL: panzer51

...

Why do you need a port to cross approximately 10 miles of water with islands in between?

because the port is only used as part of the calculations over control of the crossing - its assumed to contain fixed assets that make asserting control a lot easier than just dug in artillery etc

so if its non-contested crossing (ie you control both sides), you trot over paying the standard MP costs.

And, as ever, I am trying to set out what the rules say. In other words it may be WAD but not to your taste but thats not really an issue for the technical reports section. Equally there could be a bug - but we checked this over in some detail a while back and the rules work precisely as set out in the manual.
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tyronec
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RE: Kerch.

Post by tyronec »

Tyrone

You are misinterpreting the rules.

Assuming axis on west, Soviets on east, as long as Kerch has any damage then the Soviets win control, they have 2 hexes to 1. If Kerch has no damage (ie its a level 1 port) then there is a tie. So control is not "always Soviet"

Once you get that 2-2 tie, the rules test for interdiction/cv/phasing in that order.

All this is as its been ever since WiTW. That is one of the manual sections where I retained precisely that wording - I recognise the style of syntax and its not something I wrote.

Roger
OK, I understand now.

However the issue is not really this. The issue is that you have the possibility of crossing if it is contested but cannot cross if it is not contested.
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Meanwhile, the nightingale intones
With sweet, mellifluous sounds.
Enough of Stalin, Freedom for the Ukraine !
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Joel Billings
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RE: Kerch.

Post by Joel Billings »

I just crossed from west to east against a Soviet controlled ferry hex and no opposition on the other side. Can you post a save where you can't move across? I'm using a version after the latest test version.
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MechFO
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RE: Kerch.

Post by MechFO »

Did you run recon on those hexes? I think I ran into this when there were enemy units in those hexes which I couldn't see because my ground units were not adjacent.
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tyronec
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RE: Kerch.

Post by tyronec »

I just crossed from west to east against a Soviet controlled ferry hex and no opposition on the other side. Can you post a save where you can't move across? I'm using a version after the latest test version.
No saves, it was a server game.
It is only Kerch that I have seen where you can't cross like this, it works fine to cross the Baltic ferry hex unopposed.
Did you run recon on those hexes? I think I ran into this when there were enemy units in those hexes which I couldn't see because my ground units were not adjacent.
I know there were no Soviet units on the other side because I moved a unit onto the ferry hex.
The lark, signing its chirping hymn,
Soars high above the clouds;
Meanwhile, the nightingale intones
With sweet, mellifluous sounds.
Enough of Stalin, Freedom for the Ukraine !
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loki100
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RE: Kerch.

Post by loki100 »

I went back to a relevant save in my current vs AI game and just crossed at Kerch when there were no Soviets on the other side (took FOW off), so no idea why you are not seeing this

I only took Kerch the turn before so its nothing to do with the ferry control rules

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RE: Kerch.

Post by Joel Billings »

Is that server game using an old version?
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tyronec
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RE: Kerch.

Post by tyronec »

Am on version .09.
It was started under .07
The lark, signing its chirping hymn,
Soars high above the clouds;
Meanwhile, the nightingale intones
With sweet, mellifluous sounds.
Enough of Stalin, Freedom for the Ukraine !
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Joel Billings
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RE: Kerch.

Post by Joel Billings »

Are you still stuck in your game. If so, tell me the players in the game and approximate turn number and I'll try to look at the game.
All understanding comes after the fact.
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tyronec
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RE: Kerch.

Post by tyronec »

Server campaign game with Gundam.
The turn is with him, my last turn as Axis was T11 which was when this came up.
The lark, signing its chirping hymn,
Soars high above the clouds;
Meanwhile, the nightingale intones
With sweet, mellifluous sounds.
Enough of Stalin, Freedom for the Ukraine !
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Joel Billings
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RE: Kerch.

Post by Joel Billings »

Got the save, It turns out the bug is in Movement FOW. With Movement FOW, you can only move onto the ferry hex, not past it. With it off you can march right over. I'll bug it.
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tyronec
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RE: Kerch.

Post by tyronec »

Great, that is a relief that I wasn't imagining it !
The lark, signing its chirping hymn,
Soars high above the clouds;
Meanwhile, the nightingale intones
With sweet, mellifluous sounds.
Enough of Stalin, Freedom for the Ukraine !
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Hardradi
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RE: Kerch.

Post by Hardradi »

So a delay at Kerch is a bug for a beta player but WAD for the rest of us?

https://www.matrixgames.com/forums/tm.asp?m=5035321
panzer51
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RE: Kerch.

Post by panzer51 »

ORIGINAL: Hardradi

So a delay at Kerch is a bug for a beta player but WAD for the rest of us?

https://www.matrixgames.com/forums/tm.asp?m=5035321
I think the problem shows up only if you have FOW on.
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