Naval Transport

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Froonp
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Naval Transport

Post by Froonp »

Not that I had nothing to do, nor that I was getting bored, or whatever, but toying with the supply graphic wet my appetite for drawing graphics, so I wondered what could be depicted graphically in WiF FE, and I thought about Naval Transport [:D]
Why not ?
Here are various means of loading / unloading cargo using naval transports.

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Froonp
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RE: Naval Transport

Post by Froonp »

There are 2 more.
I could not think about more, it is late.

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Froonp
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RE: Naval Transport

Post by Froonp »

Case 1 can be combined with Case 4 and Case 5 during the same Naval Movement Phase to obtain what is called "chaining transports".
Also, if Case 4 ends in a port rather than in a Sea Box, it can again be combined with another Case 4, creating a virtualy endless chain (as long as you have transports and naval movements).
bredsjomagnus
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RE: Naval Transport

Post by bredsjomagnus »

This is great [:)]! Im a novice to the game so everything that makes it easier to play is great! Its quite frustrating that you have to look in the rule book everytime you want to do anything.
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michaelbaldur
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RE: Naval Transport

Post by michaelbaldur »

you can not make a chain .... all naval movement happens at the same time...... and all naval movement in a sea area happens at the same time... [:-]
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Froonp
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RE: Naval Transport

Post by Froonp »

ORIGINAL: michaelbaldur

you can not make a chain .... all naval movement happens at the same time...... and all naval movement in a sea area happens at the same time... [:-]
I disagree.
Naval movement is sequential, one done after the other. I see nowhere within RAW that naval movement is simultaneous.

Moreover, the question about chaining naval transport was asked to Harry a while ago :
************************************
Q> Is chaining Naval Transports legal?

A> Ruled by Harry (in a past WiFCon) to be legal. However, note that second and subsequent transports need to pick up the unit by "moving through" the port.

************************************
Illumen75013
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RE: Naval Transport

Post by Illumen75013 »

Hi

I have 2 questions for the case 5

-1- Does it cost 1 more naval move to get out of the port of sea area1
(as in Case 4)?

-2- Is this movement possible if the TRS is in the 3 or 4 box at start?
(does it cost move to go to box 0, then to go to another Sea Zone)


thanks
Cheer


-x- subsdiary question for SmallSubs :
A naval movement point is needed or not to enter in the enemy port?


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Froonp
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RE: Naval Transport

Post by Froonp »

ORIGINAL: Illumen75013

Hi

I have 2 questions for the case 5

-1- Does it cost 1 more naval move to get out of the port of sea area1
(as in Case 4)?
Yes it should, my schema is wrong, I need to correct it.
-2- Is this movement possible if the TRS is in the 3 or 4 box at start?
(does it cost move to go to box 0, then to go to another Sea Zone)
If the TRS is in sea box section 3 or 4, he have 2 or 1 movement point left only, so it can't. In fact it needs to be in section 0 to be able to do what I depicted. I need to change the Case 5 graphic to show that too.
-x- subsdiary question for SmallSubs :
A naval movement point is needed or not to enter in the enemy port?
Yes, it is needed.
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Froonp
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RE: Naval Transport

Post by Froonp »

I re-did case 5, as it was wrong as shown.


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Plainian
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RE: Naval Transport

Post by Plainian »

Well executed diagrams. Just a minor suggestion.

How about background shading the square of Sea Box number that the naval unit starts or ends in, with the same blue colour of the movement arrows, rather than have an arrow point to it?

Might look better visually?
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Froonp
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RE: Naval Transport

Post by Froonp »

Good idea. Here is how it looks like now.

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RE: Naval Transport

Post by Froonp »

And Cases 5 & 6

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michaelbaldur
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RE: Naval Transport

Post by michaelbaldur »

thanks we  have been playing with the wrong rules ..... this mean that you can sail othert units in suply ...... I realy hate the rules.... every time we read the rules we find new rules that we have misunderstood ..... this will be removed vhen the pc games come
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michaelbaldur
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RE: Naval Transport

Post by michaelbaldur »

there is a rule I don´t understand.... if you naval transport directly from port to port the cargo stays face up.... if a tranporter is at sea (and have been there more then one impulse) the cargo debark face up .... but if you sail the transporter with cargo from a sea area to port the cargo is turned face down....... why
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RE: Naval Transport

Post by Froonp »

ORIGINAL: michaelbaldur

there is a rule I don´t understand.... if you naval transport directly from port to port the cargo stays face up.... if a tranporter is at sea (and have been there more then one impulse) the cargo debark face up .... but if you sail the transporter with cargo from a sea area to port the cargo is turned face down....... why
The basis for this is that :
- if the transporting is from port to port, this means that this is a short travel, who takes a small portion of the 2 month duration of the turn, so the transported unit is available for later activity during this turn.
- if the transporting is from port to sea, and then sea to port, this means that this is a long travel, who takes a large portion of the 2 month duration of the turn, so the transported unit is NOT available for later activity during this turn (so it is face-down to reflect this non availability).
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michaelbaldur
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RE: Naval Transport

Post by michaelbaldur »

a transporter with cargo is in a sea area .... if you use a naval move to move the cargo to port (with the transporter) it is turned face down .... but is you take the same cargo and use a land move to move it to port it stays face up ....... why .....
the wif rulebook is my bible

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Froonp
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RE: Naval Transport

Post by Froonp »

ORIGINAL: michaelbaldur

a transporter with cargo is in a sea area .... if you use a naval move to move the cargo to port (with the transporter) it is turned face down .... but is you take the same cargo and use a land move to move it to port it stays face up ....... why .....
I'd say that generally when you use a naval move to move the cargo into the port, it also means that you were not in the sea area of that port, and so that you could not have unloaded the cargo without moving the TRS (long travel). If you could unload the cargo with only a land move, this was a short travel, so no disruption (unless the hex cost more than the unit can afford).

So let's say that, if you moved into a port in which you could unload with a land move, you did not optimize your transportation.
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michaelbaldur
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RE: Naval Transport

Post by michaelbaldur »

a transporter with cargo have been i a sea area for 6 impulses .... if you use a land move the cargo stay face up ..... if you use a naval move it is face down ....... this has nothing to do with the range of the travel..... the rules must be simple and say it is allways face up ..... or more complicated ...... it is just not fair ....
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Mziln
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RE: Naval Transport

Post by Mziln »

Patrice your diagrams for Naval Tranport are great. Do you plan on doing one to show how the [font=times-roman]Milchcows work?[/font]
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RE: Naval Transport

Post by Froonp »

ORIGINAL: Mziln

Patrice your diagrams for Naval Tranport are great. Do you plan on doing one to show how the [font=times-roman]Milchcows work?[/font]
I did not, but why not.
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