RE: New to the game - Basic Questions
Posted: Sat Aug 04, 2018 8:42 pm
If Vichy is not hostile to any Allied major power, each French ship moved counts as one naval movement.
What's your Strategy?
https://forums.matrixgames.com:443/
Thanks!ORIGINAL: Courtenay
If Vichy is not hostile to any Allied major power, each French ship moved counts as one naval movement.
Thanks!ORIGINAL: Centuur
Only if Vichy is hostile, you can move a stack of Vichy ships counting as one naval move. So it appears that there is a problem somewhere...
Vichy units may only enter a hex outside Vichy France if it is controlled by an enemy major power. They may move into hexdots and sea boxes without penalty.
Each Vichy French naval unit you move (not each task force) counts as 1 naval move unless Vichy France is hostile to an Allied major power. Vichy French naval and aircraft units at sea (except for convoy points) must always return to base during the return to base step unless Vichy France is hostile to an Allied major power.
Example: Heinz chooses a combined action for Germany. This gives Germany 1 naval move, which he uses to move 1 Vichy naval unit. If Vichy France were hostile to, say, the Commonwealth, he could have moved a task force of Vichy naval units instead. If he had chosen a naval action instead, he could have moved all the Vichy and German naval units (even if not hostile). Germany also has 6 air missions. Heinz moves 5 German aircraft and 1 Vichy aircraft.
ORIGINAL: rkr1958
I just learned something and I though I'd pass it along to whomever like me wasn't aware of it.
Unlike at sea, when a ship or sub gets an abort result (from a D attempt) it can continued to be targeted during that same port strike by subsequent D attempts as applicable.
Really. I need to dig up a game same then and post it in the tech forum.ORIGINAL: Centuur
ORIGINAL: rkr1958
I just learned something and I though I'd pass it along to whomever like me wasn't aware of it.
Unlike at sea, when a ship or sub gets an abort result (from a D attempt) it can continued to be targeted during that same port strike by subsequent D attempts as applicable.
That's a bug...
Not a bug. Works according to the rules. At least in my humble opinion.ORIGINAL: rkr1958
Really. I need to dig up a game same then and post it in the tech forum.ORIGINAL: Centuur
ORIGINAL: rkr1958
I just learned something and I though I'd pass it along to whomever like me wasn't aware of it.
Unlike at sea, when a ship or sub gets an abort result (from a D attempt) it can continued to be targeted during that same port strike by subsequent D attempts as applicable.
That's a bug...
Combat results
The combat results are:
Result Effect
X The unit (and any cargo on it) is immediately destroyed.
D The unit is damaged. Put a damage marker on the unit. If the unit is already damaged, it (and any cargo on it) is destroyed instead.
A damaged unit only has half its printed attack, AA and ASW factors. Its defense factor is 1 higher. Its range and speed are not affected. A damaged CV may not fly carrier planes (see 14.4).
At the end of combat in this sea area (not each round), all damaged units must abort.
A Your unit aborts. At the end of the combat round, return it to base according to the return to base rules (see 13.4).
Turn the aborted unit (and any cargo) face-down.
1/2 A No effect unless the same unit suffers two ‘1/2 A’ results in one round of combat. Two ‘1/2 A’ results become an ‘A’ result.
The attack
After any air-to-air combat (see 14.3), your opponent subjects the surviving bombers to anti-aircraft fire from the naval units in the port (see 11.5.9) and AA units (AsA option 3: see 22.4.2).
Then you attack the naval units with any of your bombers’ air-to-sea factors which survived anti-aircraft fire. You do this just like a naval air combat (see 11.5.9) with the exceptions that:
(a) SUBs in a minor port are automatically included (major ports are assumed to have bomb-proof pens and the owner may choose whether to include them in combat or not); and
(b) each ‘A’ (abort) result allows you to turn a face-up target unit, face-down; and
(c) there is only 1 combat round in a port attack.
ART units that bombard across all-sea, river, canal, fortification or straits hexsides do not halve or third their factors. They can’t bombard across alpine hexsides. If they take part in normal combat, they are halved or thirded as usual by such terrain.
ORIGINAL: rkr1958
Artillery. Are artillery factors halved by weather (I assume so but wanted to confirm)? What about firing across a river or for hexside?

ORIGINAL: paulderynck
Perhaps if a one-hexside fort was built in SO, then since forts can be from one to three hexsides when built, it is saying you can build two forts comprising up to 4 hexsides, i.e. a one and a three or two twos, at the most.
But I agree it seems strange. Perhaps testing different size fort builds in SO would reveal a pattern.
