Overstacking in Minor Ports

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Platon
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Overstacking in Minor Ports

Post by Platon »

Globl War, V.1.2.1.5, all available Opitonal Rules ON:

During the Return to Base Phase I experienced that a it was possible to move a naval unit to the minor port of Hamilton, Bermuda despite the fact that this port harbored already four other naval units:


Image


Is this an already known issue?
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And it is also my belief that there has to be CAP for the active player during Ground Support.
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warspite1
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RE: Overstacking in Minor Ports

Post by warspite1 »

Is the fact that one of them a 1-point convoy a factor?
Now Maitland, now's your time!

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paulderynck
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RE: Overstacking in Minor Ports

Post by paulderynck »

No, it counts as one naval unit, but the game may ask that a unit be destroyed later on.
Paul
Platon
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RE: Overstacking in Minor Ports

Post by Platon »

Uff, that's a bit harsh!
I think that should not be the case in a computer version of the game. The program should just notify that one cannot stack there as it does during land moves for example.
And it is also my belief that there has to be CAP for the active player during Ground Support.
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warspite1
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RE: Overstacking in Minor Ports

Post by warspite1 »

Yep - and I have lost aircraft on more than one occasion because the program lets me over stack with no warning - and then orders you to destroy a unit later [:@] Just have to be careful - but I agree its annoying...
Now Maitland, now's your time!

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Centuur
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RE: Overstacking in Minor Ports

Post by Centuur »

Strange thing is, sometimes the program warns you during the return to base phase and sometimes it doesn't. Don't know why...
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bo
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RE: Overstacking in Minor Ports

Post by bo »

"Every 2 convoy points (and any spare 1 point) counts as a ship." [this is from the naval combat chart]


Just tested this not sure whose right here even though I think warspite has a point [1 point [;)]] here, still might be a bug. I first tried 4 warships in Bermuda and when I went to put the 5th warship in I got the over stacking warning popup, just to make sure the over stacked popup was working

I then put the 3 warships that are shown in the picture and then added 1 point convoy unit, then I added another 1 point convoy unit [no popup] now 5 ships total are in Bermuda, added another 1 point convoy and got the pop up.

When I put 4 warships in Bermuda and added a 1 point convoy I got the over stacked popup. Is it possible that the program is counting 2 one point convoys as one ship as it does when deciding a naval battle?

Bo








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bo
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RE: Overstacking in Minor Ports

Post by bo »

ORIGINAL: warspite1

Is the fact that one of them a 1-point convoy a factor?

I believe it is a factor warspite, good deduction [;)]

Bo
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Courtenay
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RE: Overstacking in Minor Ports

Post by Courtenay »

ORIGINAL: bo

"Every 2 convoy points (and any spare 1 point) counts as a ship." [this is from the naval combat chart]


Just tested this not sure whose right here even though I think warspite has a point [1 point [;)]] here, still might be a bug. I first tried 4 warships in Bermuda and when I went to put the 5th warship in I got the over stacking warning popup, just to make sure the over stacked popup was working

I then put the 3 warships that are shown in the picture and then added 1 point convoy unit, then I added another 1 point convoy unit [no popup] now 5 ships total are in Bermuda, added another 1 point convoy and got the pop up.

When I put 4 warships in Bermuda and added a 1 point convoy I got the over stacked popup. Is it possible that the program is counting 2 one point convoys as one ship as it does when deciding a naval battle?

Bo

Yes, and it should. Two CPs equal one ship for all purposes: number of ships in combat, action limits, basing limits, reorganization costs, and gearing limits. Note that one CP by itself counts as 0.5 ships, which is rounded up to one ship when doing anything. Deviation: MWiF treats a lone CP as 0.5 ships for reorganization purposes, not one ship.
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Dabrion
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RE: Overstacking in Minor Ports

Post by Dabrion »

1 or 2 CP equal a ship.

I think it is correct to allow temporary overstacking, as the stacking limits are only checked (and enforced) at the end of the step. There are multiple cases where this matters, like passing though a fully stacked hex or swapping units in adjacent hexes for land units and moving through a port with unused TRS during RTB. It would be nive to get a clear warning though!
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