Naval and Subs using extra MP for Bay of Biscay

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Majorball68
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Joined: Thu Nov 21, 2013 11:47 pm

Naval and Subs using extra MP for Bay of Biscay

Post by Majorball68 »

Situation is Gobal war currently Jan/Feb 1942 and it hasn't happened with any other sea zone but CW ships are in the Bay of Biscay and German Ships and Subs moving out of Brest are spending more MP than they should. Subs should be able to move without cost and ships should be 1 additional. However Subs are expending 1 MP and ships 2 additional. It is from version 2.1.4 but I loaded up in 2.4.1 and it still happens.

All moving ships are in supply and the optional rule 'In the presence of the enemy' is being used.

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BrianJH
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Location: Adelaide, Australia

RE: Naval and Subs using extra MP for Bay of Biscay

Post by BrianJH »


I've been caught by this before, too.

Because you have an Italian Sub based in Brest, together with the German Fleet, you loose and extra MP when moving them out of port. (ref. Rule 11.4.2 How far can units move? - you spend 1 MP if it starts the impulse in a port with naval units controlled by another major power). ITPOTE only applies to surface ships, hence why you see 2 additional MP for ships and only 1 additional MP for subs.

Brian.
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Joseignacio
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RE: Naval and Subs using extra MP for Bay of Biscay

Post by Joseignacio »

Option 19: (In the presence of the enemy) It costs a surface naval unit 2 points of its movement allowance (not range) to enter a sea area that contains a CV (with a carrier plane), SCS or aircraft unit controlled by an unsurprised (see 15.) major power it is at war with. This does not apply (i.e. you pay normal costs) if, at the start of the impulse, the sea area contained a friendly:
ï CV with a carrier plane; or
ï SCS; or
ï aircraft unit.

Yes, this applies only to surface ships, and ,
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.

Here, this would affect both surface and sumarine units if they are in the same port.

I cannot see the GAM file but another reason for having one less MP could be being OOS although in this case the ships would be disorganized when they ended their movement...
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Majorball68
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Joined: Thu Nov 21, 2013 11:47 pm

RE: Naval and Subs using extra MP for Bay of Biscay

Post by Majorball68 »

ORIGINAL: BrianJH


I've been caught by this before, too.

Because you have an Italian Sub based in Brest, together with the German Fleet, you loose and extra MP when moving them out of port. (ref. Rule 11.4.2 How far can units move? - you spend 1 MP if it starts the impulse in a port with naval units controlled by another major power). ITPOTE only applies to surface ships, hence why you see 2 additional MP for ships and only 1 additional MP for subs.

Brian.
Because you have an Italian Sub based in Brest, together with the German Fleet, you loose and extra MP when moving them out of port. (ref. Rule 11.4.2 How far can units move? - you spend 1 MP if it starts the impulse in a port with naval units controlled by another major power). ITPOTE only applies to surface ships, hence why you see 2 additional MP for ships and only 1 additional MP for subs.

Thank you very much for that explanation. You never stop learning with this game!
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