Naval repairs and replenishment

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MBogdasarian
Posts: 49
Joined: Wed Jul 05, 2006 11:44 pm

Naval repairs and replenishment

Post by MBogdasarian »

I am playing the Russo-Japanese War (PBEM) with a friend. My naval units appear to have no guns after the first engagement and I cannot determine from the rules how to get them or resupply the ammunition despite being in Port Arthur for several weeks. I notice in looking at the scenario to gain a sense of the armament, etc., at the very beginning, naval units (and others) in the Unit Screen have two numbers for each armament, the first, presumably, what is on board and the second what it "could" carry, much as is described for army units. The rule book does not appear to address this matter. Is there something I am missing? I asked previously about repairs to ships and that matter was addressed. There does not appear to be anything addressing the size of the port or its capabilities. Attack strengths of all the ships (even those apparently without damage) show a "0" in the first of the two numbers referenced above as well in the unit screen which lists the armaments. I hoped to include a screen shot but cannot seem to figure out how...
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Curtis Lemay
Posts: 14738
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Naval repairs and replenishment

Post by Curtis Lemay »

I'm assuming that's the scenario by Erik Nygaard. You can try asking him about it, but it looks like he bungled part of the design (or the IV naval changes bungled it).
My TOAW web site:

Bob Cross's TOAW Site
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sPzAbt653
Posts: 10060
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Naval repairs and replenishment

Post by sPzAbt653 »

See if maybe you are talking about this:
tm.asp?m=4387134&mpage=1&key=%26%2365533%3B
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