Syracuse Trigger Map

Moderator: Hubert Cater

Post Reply
User avatar
OldCrowBalthazor
Posts: 2795
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Syracuse Trigger Map

Post by OldCrowBalthazor »

Got tired of triggering Italian mobilization accidentally by getting too many ships within 12 hexes of Syracuse....unless I want too that is ...

so I made a players aid for the Allies. I have this image on a tablet to refer to when I'm moving Allied naval assets in the Mediterranean before the Italians join the fracas.

Note:
- Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).





Image
Attachments
WaW Med Tr..g resize.jpg
WaW Med Tr..g resize.jpg (84.51 KiB) Viewed 382 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
OldCrowBalthazor
Posts: 2795
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

RE: Syracuse Trigger Map

Post by OldCrowBalthazor »

A closer look. Allied naval commanders have to be careful moving and stationing ships too far out from the port of Marseille. Even stationing ships in Corsica can get Mussolini in a tizzy fit if there are too many Allied ships elsewhere within this so called 'Italian exclusion zone'.

Note:
- Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).




Image
Attachments
WaW Med Tr..g resize.jpg
WaW Med Tr..g resize.jpg (116.16 KiB) Viewed 381 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
MrTomnus
Posts: 26
Joined: Wed Dec 16, 2020 5:04 pm
Location: UK

RE: Syracuse Trigger Map

Post by MrTomnus »

Very useful map, thanks Old Crow!
USGrant1962
Posts: 27
Joined: Tue Dec 05, 2017 11:09 pm

RE: Syracuse Trigger Map

Post by USGrant1962 »

I assumed that "within 12 hexes" is inclusive of 12. I read your sketch as within 11 hexes, which would be an improvement. 10 hexes makes sense to me as it does not include the French ports at Corsica and Algeria.
USGrant1962
calcwerc
Posts: 167
Joined: Thu Aug 08, 2019 12:38 pm

RE: Syracuse Trigger Map

Post by calcwerc »

This one should be on the game map, with tooptip, like american neutrality zone
ThunderLizard11
Posts: 854
Joined: Wed Feb 28, 2018 9:36 pm

RE: Syracuse Trigger Map

Post by ThunderLizard11 »

Nice thanks for the effort!
User avatar
OldCrowBalthazor
Posts: 2795
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

RE: Syracuse Trigger Map

Post by OldCrowBalthazor »

I edited this to show the Amphib trigger lines.(in orange) with numeric markers. USGrand1962's post made me scramble to see if my lines were correct per the rules. They were but in was hard to count off the hexes from Syracuse Port...which I count as hex 1. So, if a ship is on hex 12, as shown on this image, and counted back to Syracuse Port...the ship is within the trigger zone.

Note: There are 5 Allied ports within this trigger zone...so, if all the ports are full, and you have 2 ships at sea within the yellow lines at the end of your turn, you have one to many....unless you want to poke at the Italians because of some nefarious stratagem :)

cheers!


Image
Attachments
WaW Med Tr..g resize.jpg
WaW Med Tr..g resize.jpg (84.51 KiB) Viewed 382 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Cpuncher
Posts: 368
Joined: Tue Mar 26, 2019 11:06 am

RE: Syracuse Trigger Map

Post by Cpuncher »

ORIGINAL: OldCrowBalthazor

Got tired of triggering Italian mobilization accidentally by getting too many ships within 12 hexes of Syracuse....unless I want too that is ...

so I made a players aid for the Allies. I have this image on a tablet to refer to when I'm moving Allied naval assets in the Mediterranean before the Italians join the fracas.

Note:
- Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).





Image

Edit: see my post below.
User avatar
OldCrowBalthazor
Posts: 2795
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

RE: Syracuse Trigger Map

Post by OldCrowBalthazor »

Algiers shouldn't be a trigger for Italian mobilization. Here's a quote from Bill [It's in the War Room].

Bill: ["The scripts actually check for units being within the relevant distance of Syracuse port at 104,60, not the city, so the port of Algiers isn't a trigger for the scripts to fire."]

I'm not sure what happened to you Cpuncher. Let me look at this again because it seems your wrong about Algiers.

I had it included in an older version and Bill corrected me on that. Basically..Syracuse Port hex should be counted from out to in. e.g. Any ship WITHIN 12 hexes of Syracuse Port So...the interpretation of is Syracuse Port [1]...mainly because of the guidance I got as illustrated by in the above quote.

I already had revised the maps upon Bill's suggestions concerning the rule.... and they accepted it.
If this needs to be fixed..so be it. Maybe a clarification from the Dev's would help with this matter.


_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Cpuncher
Posts: 368
Joined: Tue Mar 26, 2019 11:06 am

RE: Syracuse Trigger Map

Post by Cpuncher »

Took another look, and I believe the problem is that the distance needs to be counted continuously over water hexes, and land hexes will block it. It's the same as if you have to sail a ship 12 hexes from Syracuse port (I suspect the coding is done with the same algorithm). So I created the following map here, including the lines for the 20 hex for the transports. So OldCrow is right here that Algiers port is not within 12 hexes of Syracuse port, but that is caused by the land hex of Syracuse city. On the east side, the French CL in the image will be counted as the 7th ship and will cause the trigger(just tested it in hotseat), but according to OldCrow's map it shouldn't.

As far as I know in all the scripts, when it says 1 hex from a location, it means all the hexes adjacent to it, the location itself is always 0 hex from itself.

Please do some testing with this map now, especially the spots that are different from OldCrow's map. Hopefully this map here now is accurate.

Image
Attachments
TheSyracu..uesmall.jpg
TheSyracu..uesmall.jpg (189.92 KiB) Viewed 381 times
User avatar
OldCrowBalthazor
Posts: 2795
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

RE: Syracuse Trigger Map

Post by OldCrowBalthazor »

ORIGINAL: Cpuncher

Took another look, and I believe the problem is that the distance needs to be counted continuously over water hexes, and land hexes will block it. It's the same as if you have to sail a ship 12 hexes from Syracuse port (I suspect the coding is done with the same algorithm). So I created the following map here, including the lines for the 20 hex for the transports. So OldCrow is right here that Algiers port is not within 12 hexes of Syracuse port, but that is caused by the land hex of Syracuse city. On the east side, the French CL in the image will be counted as the 7th ship and will cause the trigger(just tested it in hotseat), but according to OldCrow's map it shouldn't.

As far as I know in all the scripts, when it says 1 hex from a location, it means all the hexes adjacent to it, the location itself is always 0 hex from itself.

Please do some testing with this map now, especially the spots that are different from OldCrow's map. Hopefully this map here now is accurate.

Image
I'll be damned! I think you are right.

The rule then should of said 12 [SEA] hexes from Syracuse Port, not 12 hexes. I went off the exact letter of the description...so counted off in a straight line from the Syracuse Port in a straight line (as the crow flies..couldn't help myself there), and posted it after another version that was off a bit and was deleted.

I thought that the straight line count was some kind of abstraction like an air radius...or something similar. (Kind of like the Guadalcanal air interdiction of Australia abstraction-no planes necessary). Well, if its sea hexes to count...that makes sense too. (Naval Intel, Patrols, Reports from fishermen and friendly merchant ships etc), as a trigger to the Italians.

I'm surprised Bill didn't catch that and told me before they used it for the Strategy Guide. Oy!

Well...let me test it too, but I believe your test Cpuncher. I am surprised it took this long for someone to catch this. I wonder how many matches got skewed because of this.

I'll make a new map after I make some tests and this proves valid.

o7
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Post Reply

Return to “Strategic Command WWII: World at War”