Question about naval movement

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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jesperpehrson
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Question about naval movement

Post by jesperpehrson »

If a ship returns to base at the end of turn does it need to "pay" movement cost to "move down" seaboxes before moving.
Example: A ship in St. Vincent in the 2 box (4 move, 4 range) cannot reach Egypt even though it is just 2 seaareas and a move into port?

If that is so we have played that rule wrong all these years!
PBEMgames played
- Korea 50-51 MV as communist
- Agonia y Victoria xx as Republican
- Plan Blau OV as Soviet
- The great war xx as Central Powers
- DNO XX as Soviet
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Majorball68
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RE: Question about naval movement

Post by Majorball68 »

ORIGINAL: jesperpehrson

If a ship returns to base at the end of turn does it need to "pay" movement cost to "move down" seaboxes before moving.
Example: A ship in St. Vincent in the 2 box (4 move, 4 range) cannot reach Egypt even though it is just 2 seaareas and a move into port?

If that is so we have played that rule wrong all these years!

Subtract the seabox number from the ship MP and that's what you have left. A 4MP transport in the 2 box could move to an adjacent sea zone with 1MP then 1MP to enter the port. Only organised ships can move from sea areas to a port. A ship in Cape St Vincents would require 3MP so the transport in question would have to be in the 1 box. You could drop it down a sea box this impulse using a naval move and next impulse you could than re base it to an Egypt port.
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paulderynck
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RE: Question about naval movement

Post by paulderynck »

Yes you have to pay one movement point per box (not range point) to move down to the zero box before exiting the sea zone. Moving to port is the reverse process to moving out from port, except if playing "in the presence of the enemy" which may apply outbound but never applies inbound.
Paul
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jesperpehrson
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RE: Question about naval movement

Post by jesperpehrson »

Thanks fellas. This was news! I wonder what other things we have done wrong all these years. [:)]
PBEMgames played
- Korea 50-51 MV as communist
- Agonia y Victoria xx as Republican
- Plan Blau OV as Soviet
- The great war xx as Central Powers
- DNO XX as Soviet
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Centuur
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RE: Question about naval movement

Post by Centuur »

ORIGINAL: jesperpehrson

Thanks fellas. This was news! I wonder what other things we have done wrong all these years. [:)]

You should see how many times I said: "I've played this wrong all these years..." [:D]
Peter
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Courtenay
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RE: Question about naval movement

Post by Courtenay »

There are reasons my signature is what it is....
I thought I knew how to play this game....
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paulderynck
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RE: Question about naval movement

Post by paulderynck »

I've never played a rule wrong in WiF. I also play a lot of poker.
Paul
Shannon V. OKeets
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RE: Question about naval movement

Post by Shannon V. OKeets »

Besides the cost in movement points, the naval unit has to have sufficient range. A naval unit with a range of 2 can never move from Cape St. Vincent to Suez.

The cost for moving down in the sea box sections also has to be paid by air units returning to base. So if you sent a naval bomber with a range of 11 out to the 4 box, it used all of its movement points to get there. When returning to base, it can only move into coastal hexes adjacent to an all sea hex in the sea area it occupies.

The movement point costs for air units to enter a sea box section are:
0 -> 0
1 -> 1
2 -> 3 = 1 + 2
3 -> 6 = 1 + 2 + 3
4 -> 10 = 1 + 2 + 3 + 4

Steve

Perfection is an elusive goal.
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paulderynck
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RE: Question about naval movement

Post by paulderynck »

For both entering and returning, those are the costs for air units for the sea zone, but you always have to add 1 because outbound, it costs 1 to leave land and enter the sea zone and when returning, it costs one for the first land hex. So if an air unit is on a hex adjacent to a sea dot, it must have a range of 11 or more if it wants to get to the 4-box of that adjacent sea zone.
Paul
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