Naval Movement issue when ships sail from port with mixed major powers?

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AlbertN
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Joined: Tue Oct 05, 2010 3:44 pm
Location: Italy

Naval Movement issue when ships sail from port with mixed major powers?

Post by AlbertN »

When in a Port there are ships of two different Major Power (like UK / USA or Germany / Italy) it seems their movement is shrunk by 1.

But, when placed in a Sea Zone of those they can reach, the tooltip show they can go let's say in Box2, then I can place them effectively in Box3.

Also I can eventually move out the ships of 1 Major Power, move the other ships normally without penalty and then use the Undo function to bring back in the port the other ships of the first Major Power moved out.
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Joseignacio
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Location: Madrid, Spain

RE: Naval Movement issue when ships sail from port with mixed major powers?

Post by Joseignacio »

I don't know why that happens at sea, however I can explain the port issue.

As per rules, when two MP ships stack together, the first one who leaves the port gets a -1 because it's stack with the second. The second doesn't because (if all the First Power units left the port) there are no other power units penalizing them by then, even if in the same impulse.
RAW 7.0:

How far can units move?
A unit must stop moving when you have spent its entire movement allowance or it has reached the limit of its range, whichever happens first.

You spend 1 point of a unit’s range:
ï for each sea area and port it moves into.

You spend 1 point of a unit’s movement allowance:
ï for each sea area and port it moves into;
ï if it starts the movement out of supply;
ï if it starts the impulse in a port with naval units controlled by another major power; and
ï for each point of the (unmodified) search number of the section you put the unit into.


The other matter could be a minor bug.

P.D.: When you "undo", does the fleet now in port, keep it's penalization?

***************************************************

There is also the

Option 19: (In the presence of the enemy)

which could affect movement allowance but it is not related to what you wrote, and only if playing with that optional. So nothing to do, just clarifying.
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Centuur
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Location: Hoorn (NED).

RE: Naval Movement issue when ships sail from port with mixed major powers?

Post by Centuur »

RAW:

You spend 1 point of a unit’s movement allowance:
• for each sea area and port it moves into;
• if it starts the movement out of supply;
• if it starts the impulse in a port with naval units controlled by
another major power; and
• for each point of the (unmodified) search number of the section
you put the unit into.


At start of the impulse means that the naval units of both powers should get the penalty. At start of the impulse is the first phase which takes place in the impulse. That is either the weather roll or the port attack phase. So moving naval units of power A out of port doesn't mean that the naval unit of power B can move without paying this penalty.

Currently, there are two bugs regarding this in MWIF. The first is that only the first Major power is penalized, not all of them. The second is that the Undo button lifts the penalty which should be given...

Both are on the fix list.



Peter
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Joseignacio
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Joined: Fri May 08, 2009 11:25 am
Location: Madrid, Spain

RE: Naval Movement issue when ships sail from port with mixed major powers?

Post by Joseignacio »

Now that you say it, that's true, and we always played it the other way...

Just told my regular mates. :)
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