Blocking sea transit hexes is gamey
Moderator: Hubert Cater
Blocking sea transit hexes is gamey
The Allied player placing ships on the transit hexes to prevent the Axis player from moving back and forth to the Med is gamey and is using a design flaw to gain an advantage. Really need a program correction to prevent this from happening; maybe ships that don't transit are automatically shifted to an open hex next to the transit hex at the end of their turn.
Justification: The British and French "blockading" the Straits of Gibraltar would be an act of war against Italy, which is neutral in 1939. Also, you can't "blockade" the straits against submarines. A legitimate ploy (IMO) is to place a ship(s) next to the hexes to play the "blockade" card, forcing a confrontation with belligerents trying to transit, but not interfering with a neutral.
Justification: The British and French "blockading" the Straits of Gibraltar would be an act of war against Italy, which is neutral in 1939. Also, you can't "blockade" the straits against submarines. A legitimate ploy (IMO) is to place a ship(s) next to the hexes to play the "blockade" card, forcing a confrontation with belligerents trying to transit, but not interfering with a neutral.
Re: Blocking sea transit hexes is gamey
Not sure...
If Allies really WANT to prenvent Italian Fleet to exit Mediterranean Sea at any coast THEY COULD.
Maybe at a cost of Italian slight mobilitation towards Axis?
If Allies really WANT to prenvent Italian Fleet to exit Mediterranean Sea at any coast THEY COULD.
Maybe at a cost of Italian slight mobilitation towards Axis?
- BillRunacre
- Posts: 6651
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
Re: Blocking sea transit hexes is gamey
Looking at this in game terms, and this is something that can be done:
If the Allies place ships on hexes 85,60 or 85,61 while Italy is neutral, then automatically moving them to other hexes at the end of the Allied turn would allow Italy to use the hexes.
The same for those to the west of Gibraltar.
I think this would resolve things?
If the Allies place ships on hexes 85,60 or 85,61 while Italy is neutral, then automatically moving them to other hexes at the end of the Allied turn would allow Italy to use the hexes.
The same for those to the west of Gibraltar.
I think this would resolve things?
Follow us on Twitter: https://twitter.com/FurySoftware
We're also on Facebook! https://www.facebook.com/FurySoftware/
We're also on Facebook! https://www.facebook.com/FurySoftware/
Re: Blocking sea transit hexes is gamey
This, or have an increased italian mobilization if those hexes are blocked.
Somehow related I think there should be similar transfer hexes for the suez canal, panama canal and maybe even bosporus.
Opposing sides naval units can use them as long as they are not at war with the controlling nation.
Somehow related I think there should be similar transfer hexes for the suez canal, panama canal and maybe even bosporus.
Opposing sides naval units can use them as long as they are not at war with the controlling nation.
Re: Blocking sea transit hexes is gamey
Yeah I'd agree with either an increase in Italian mobilization or moving allied ships over a hex. Some people house rule this out but would be great if the game handled it.
- ElvisJJonesRambo
- Posts: 2462
- Joined: Wed Feb 06, 2019 6:48 pm
- Location: Kingdom of God
Re: Blocking sea transit hexes is gamey
I've yet to figure out why anyone cares about this.
Go ahead, let the Italians leave before they are at war, doesn't bother me one bit.
What are those bucket of bolts gonna do, sniff the dozen French & RN ships you know that already exist.
Go ahead, let the Italians leave before they are at war, doesn't bother me one bit.
What are those bucket of bolts gonna do, sniff the dozen French & RN ships you know that already exist.
Slaps issued: 16 - Patton, Dana White, Batman, Samson. Medals/Salutes given: 6, warnings received: 11, suspensions served: 4, riots: 2.
-
- Posts: 854
- Joined: Wed Feb 28, 2018 9:36 pm
Re: Blocking sea transit hexes is gamey
Moving Italian navy out of the Med is gamey.
- Platoonist
- Posts: 3042
- Joined: Sun May 11, 2003 4:53 am
- Location: Yoyodyne Propulsion Systems
Re: Blocking sea transit hexes is gamey
I agree. Let them leave. The more the better. I would think having big chunks of the Italian navy locked out of the Med once war is declared is punishment enough. Considering the major damage the Allied navy can do to their transports and African ports and the fact they are now freely able to gun for their home turf.ElvisJJonesRambo wrote: Mon Mar 18, 2024 3:56 pm I've yet to figure out why anyone cares about this.
Go ahead, let the Italians leave before they are at war, doesn't bother me one bit.
What are those bucket of bolts gonna do, sniff the dozen French & RN ships you know that already exist.
Re: Blocking sea transit hexes is gamey
Because Italians can send transports around Africa before the war to reinforce East Africa, unless the Allied player sets ships on the transit hexes.ElvisJJonesRambo wrote: Mon Mar 18, 2024 3:56 pm I've yet to figure out why anyone cares about this.
Go ahead, let the Italians leave before they are at war, doesn't bother me one bit.
What are those bucket of bolts gonna do, sniff the dozen French & RN ships you know that already exist.
Re: Blocking sea transit hexes is gamey
Disagree. Neutral navies move ships all the time. Russian fleet sailed to San Francisco during the American Civil War. Besides, not only surface ships use the transit points. Transports use them too. Italy has colonies it can reinforce in East Africa; a perfectly legitimate move by the Axis player with neutral Italy.
Re: Blocking sea transit hexes is gamey
That's a solution. But I still think Allies blocking access by occupying the hexes is gamey. If an Allied player wants to contest access, they can place ships next to the hexes, forcing any Axis ships and subs to fight past to gain access. Simply sitting surface ships on two hexes shouldn't prevent subs from passing through the straights. What'd the Allies do? Line ships up across the 13 kilometer straits with fishing nets?BillRunacre wrote: Mon Mar 18, 2024 11:23 am Looking at this in game terms, and this is something that can be done:
If the Allies place ships on hexes 85,60 or 85,61 while Italy is neutral, then automatically moving them to other hexes at the end of the Allied turn would allow Italy to use the hexes.
The same for those to the west of Gibraltar.
I think this would resolve things?
Re: Blocking sea transit hexes is gamey
Don't agree about the Suez and Panama canals. They are not an open waterway (Panama has locks to transit) and easily controlled by the Allies.wirkey wrote: Mon Mar 18, 2024 11:45 am This, or have an increased italian mobilization if those hexes are blocked.
Somehow related I think there should be similar transfer hexes for the suez canal, panama canal and maybe even bosporus.
Opposing sides naval units can use them as long as they are not at war with the controlling nation.
- BillRunacre
- Posts: 6651
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
Re: Blocking sea transit hexes is gamey
I'll have to test it out in Hotseat, and I'll bear this in mind too, i.e. the need to possibly extend the range of hexes where Allied ships may be lurking.havoc1371 wrote: Thu Mar 28, 2024 12:15 pmThat's a solution. But I still think Allies blocking access by occupying the hexes is gamey. If an Allied player wants to contest access, they can place ships next to the hexes, forcing any Axis ships and subs to fight past to gain access. Simply sitting surface ships on two hexes shouldn't prevent subs from passing through the straights. What'd the Allies do? Line ships up across the 13 kilometer straits with fishing nets?BillRunacre wrote: Mon Mar 18, 2024 11:23 am Looking at this in game terms, and this is something that can be done:
If the Allies place ships on hexes 85,60 or 85,61 while Italy is neutral, then automatically moving them to other hexes at the end of the Allied turn would allow Italy to use the hexes.
The same for those to the west of Gibraltar.
I think this would resolve things?
Follow us on Twitter: https://twitter.com/FurySoftware
We're also on Facebook! https://www.facebook.com/FurySoftware/
We're also on Facebook! https://www.facebook.com/FurySoftware/
Re: Blocking sea transit hexes is gamey
I usually houserule the blocking out. Not so much for allowing Italians out but rather allowing German Subs in
Re: Blocking sea transit hexes is gamey
I believe Havoc had the misfortune of running into my fleet screening a damaged flattop in Gibraltar. I won't leave a damaged carrier vulnerable so I don't appear "gamey." Other times, it's just that the ships are at the limit of their movement—not so nefarious. There are only so many hexes for ships; leaving a ship vulnerable isn't an option, IMHO.
What is gamey is moving the best part of the Italian Army to East Africa and a significant portion of the Italian Fleet into the Atlantic. The Allies would have seen any Italian movement into the Atlantic as hostile. At the very least, it would free the Allies from any penalties they would face otherwise in the Middle Sea.
If Allied fleets in the Central Med "would have" triggered Italy then the Italian Navy moving into the Atlantic battleground would undoubtedly have the same effect on the Allies. It's a two-way street.
A possible solution for the Gibralter bottleneck would be to have three sets of dual hexes within, say, five hexes of Gibralter. The Allies could still block the passage if they wanted to use all those resources, but it would give the Axis more options.
What is gamey is moving the best part of the Italian Army to East Africa and a significant portion of the Italian Fleet into the Atlantic. The Allies would have seen any Italian movement into the Atlantic as hostile. At the very least, it would free the Allies from any penalties they would face otherwise in the Middle Sea.
If Allied fleets in the Central Med "would have" triggered Italy then the Italian Navy moving into the Atlantic battleground would undoubtedly have the same effect on the Allies. It's a two-way street.
A possible solution for the Gibralter bottleneck would be to have three sets of dual hexes within, say, five hexes of Gibralter. The Allies could still block the passage if they wanted to use all those resources, but it would give the Axis more options.
Birdman
It's just like shooting squirrels, only these squirrels have guns
It's just like shooting squirrels, only these squirrels have guns
Re: Blocking sea transit hexes is gamey
Scott,
Did the Russian fleet Winter in San Fransisco or New York? There was a time I would have known for certain.
Did the Russian fleet Winter in San Fransisco or New York? There was a time I would have known for certain.
Birdman
It's just like shooting squirrels, only these squirrels have guns
It's just like shooting squirrels, only these squirrels have guns
- Platoonist
- Posts: 3042
- Joined: Sun May 11, 2003 4:53 am
- Location: Yoyodyne Propulsion Systems
Re: Blocking sea transit hexes is gamey
They wintered in both. In 1863, during the American Civil War, the Russian Navy's Atlantic and Pacific fleets wintered in the American ports of New York and San Francisco, respectively. It was meant to be a show of support for the Union. Some historians think this visit was a major factor in deterring France and the UK from entering the war on the Confederate side.Birdw wrote: Wed Apr 03, 2024 1:41 am Scott,
Did the Russian fleet Winter in San Fransisco or New York? There was a time I would have known for certain.
From a more cynical viewpoint it was probably done to get the Russian ships into ice-free ports so that in the event of a possible European war over Polish independence they could more easily attack British and French commerce.
Re: Blocking sea transit hexes is gamey
Thank you, and now we know the rest of the story! RIP Mr. Harvey!
Birdman
It's just like shooting squirrels, only these squirrels have guns
It's just like shooting squirrels, only these squirrels have guns
Re: Blocking sea transit hexes is gamey
TRP has them in different spots each game and the Allies can not see them.havoc1371 wrote: Sun Mar 17, 2024 8:31 pm The Allied player placing ships on the transit hexes to prevent the Axis player from moving back and forth to the Med is gamey and is using a design flaw to gain an advantage. Really need a program correction to prevent this from happening; maybe ships that don't transit are automatically shifted to an open hex next to the transit hex at the end of their turn.
Justification: The British and French "blockading" the Straits of Gibraltar would be an act of war against Italy, which is neutral in 1939. Also, you can't "blockade" the straits against submarines. A legitimate ploy (IMO) is to place a ship(s) next to the hexes to play the "blockade" card, forcing a confrontation with belligerents trying to transit, but not interfering with a neutral.
The AI was tought how to use these as well when they move.
- OldCrowBalthazor
- Posts: 2795
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
Re: Blocking sea transit hexes is gamey
Yeah...In.Duedman wrote: Fri Mar 29, 2024 1:52 pm I usually houserule the blocking out. Not so much for allowing Italians out but rather allowing German Subs in
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
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