No. AAMOF it could be viewed as the other way around, because the party searching has to disorganize a unit in order to initiate.ORIGINAL: rkr1958
In naval combat, is any advantage in search given to the side that initiates it?
New to the game - Basic Questions
Moderator: Shannon V. OKeets
- paulderynck
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RE: New to the game - Basic Questions
Paul
RE: New to the game - Basic Questions
No.ORIGINAL: rkr1958
In naval combat, is any advantage in search given to the side that initiates it?
I thought I knew how to play this game....
RE: New to the game - Basic Questions
Thanks! That's what I thought but just wanted to make sure.ORIGINAL: Courtenay
No.ORIGINAL: rkr1958
In naval combat, is any advantage in search given to the side that initiates it?
Ronnie
RE: New to the game - Basic Questions
This question concerns Anglo-American convoys through the Arctic to the USSR. In this particular situation the US is sending 4 BPs to the USSR by convoys through the Arctic. The Finns cut the rail line in Karelia so these BPs now have to go through Archangel to Moscow.
I assume Archangel freezes during a blizzard in the Arctic. Is that correct? If so, and the US was still trying to send the BPs, would they (could they) go to Murmansk instead and be saved there?
A somewhat related question ... forget the weather and assume Archangel is open. Can the Soviets still get these BPs if Moscow is captured by the Germans?

I assume Archangel freezes during a blizzard in the Arctic. Is that correct? If so, and the US was still trying to send the BPs, would they (could they) go to Murmansk instead and be saved there?
A somewhat related question ... forget the weather and assume Archangel is open. Can the Soviets still get these BPs if Moscow is captured by the Germans?

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Ronnie
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RE: New to the game - Basic Questions
They have to get them to any factory, city or major port in the recipient country but can only use 1 per each of those (plus 2 more if they can get to the capital). You cannot save those specific BPs (but you could save others the country produced that turn).
So if no factory has been railed to Murmansk you can only use 1 of the 4 in this case (the one for the city).
On the last question, all Moscow does is allow extra BPs to be sent, depending on how many factories get railed out before it falls. So somewhere between 3 and 6 BPs less that can be sent. As long as there is a useable railnet connecting incoming ports to other factories, cities and major ports, losing Moscow is no big deal.
So if no factory has been railed to Murmansk you can only use 1 of the 4 in this case (the one for the city).
On the last question, all Moscow does is allow extra BPs to be sent, depending on how many factories get railed out before it falls. So somewhere between 3 and 6 BPs less that can be sent. As long as there is a useable railnet connecting incoming ports to other factories, cities and major ports, losing Moscow is no big deal.
Paul
RE: New to the game - Basic Questions
Thanks! Am I correct in assuming that Archangel is iced in during Blizzards in the Arctic?ORIGINAL: paulderynck
They have to get them to any factory, city or major port in the recipient country but can only use 1 per each of those (plus 2 more if they can get to the capital). You cannot save those specific BPs (but you could save others the country produced that turn).
So if no factory has been railed to Murmansk you can only use 1 of the 4 in this case (the one for the city).
On the last question, all Moscow does is allow extra BPs to be sent, depending on how many factories get railed out before it falls. So somewhere between 3 and 6 BPs less that can be sent. As long as there is a useable railnet connecting incoming ports to other factories, cities and major ports, losing Moscow is no big deal.
Ronnie
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RE: New to the game - Basic Questions
Yes it is iced in. You can tell all ports of that type by their port symbol.
Paul
RE: New to the game - Basic Questions
Thanks! And now an easy one (I think?). I'm playing with the optional rule, "In The Presence of the Enemy". I believe the answer to the following question is "no", but I'd like to make sure. Does this rule apply in any way to submarines? For example, would friendly subs, assuming their the only friendly naval units present, negate the effect of enemy SCS with respect to this rule?ORIGINAL: paulderynck
Yes it is iced in. You can tell all ports of that type by their port symbol.

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Ronnie
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RE: New to the game - Basic Questions
You're right, the answer is No. They don't cause it and they aren't affected by it.
Paul
RE: New to the game - Basic Questions
My understand is that even without any optional rules that certain factories can be railed to another location. How do you do that? I assume this happens during rail movement, but how do you select the factory you wanted to rail?
Ronnie
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RE: New to the game - Basic Questions
There has to be an enemy unit in your home country. See the rules as to what that means in the USSR.ORIGINAL: rkr1958
My understand is that even without any optional rules that certain factories can be railed to another location. How do you do that? I assume this happens during rail movement, but how do you select the factory you wanted to rail?
Right click on a hex which has a blue factory. That brings up a popup menu with Rail Move Factory as one of the menu items. Selecting that menu item puts a moving factory unit "in hand", and you just left click on the destination city. Note that China cannot move factories because it does not have enough rail movement points. A moved factory arrives during the reinforcement phase (use Ctrl-Q to see when). Once you have set its destination and ended the phase, you cannot change your mind later.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: New to the game - Basic Questions
Thanks. I've missed some key opportunities with the Soviets in my AAR to move some factories. Live and learn. [:)]ORIGINAL: Shannon V. OKeets
There has to be an enemy unit in your home country. See the rules as to what that means in the USSR.ORIGINAL: rkr1958
My understand is that even without any optional rules that certain factories can be railed to another location. How do you do that? I assume this happens during rail movement, but how do you select the factory you wanted to rail?
Right click on a hex which has a blue factory. That brings up a popup menu with Rail Move Factory as one of the menu items. Selecting that menu item puts a moving factory unit "in hand", and you just left click on the destination city. Note that China cannot move factories because it does not have enough rail movement points. A moved factory arrives during the reinforcement phase (use Ctrl-Q to see when). Once you have set its destination and ended the phase, you cannot change your mind later.
Ronnie
RE: New to the game - Basic Questions
Harry Rowland just replied to an email I sent him about this question.ORIGINAL: Courtenay
ORIGINAL: Ur_Vile_WEdge
And since partisans don't control the hex, I'm not even sure you can properly "invade" it at all. And yet it would be absurd to say you can just debark at sea to a hex where a hostile partisan is sitting. Hence my confusion.
I am confused, both by the rule and by which side's partisan is in the hex. I will try for an exhaustive listing:
A friendly, cooperating partisan is the hex:
You may debark units in the hex, no matter which side owns the hex.
A friendly, non-cooperating partisan is in the hex:
You can not invade or debark into the hex. You can not stack with that unit. You can't move onto the hex with a non-cooperating unit from an adjacent hex, so why should you be able to invade that hex?
If you really want to invade a hex with a friendly, non-cooperating partisan, you must move the partisan out of the hex first. (The sequence of play allows you to invade the impulse you do this, as invasions happen after land movement.) If the hex is friendly owned, you can now debark into it, and if enemy owned, you may invade. This of course restores the enemy notional unit in the hex, so you will have to fight your way ashore, unless the enemy's notional's strength is reduced to zero for some reason.
An enemy partisan is in an enemy owned hex:
You can not debark into the hex, but you can invade, fighting both the notional and the partisan (and any other enemy units in the hex.)
An enemy partisan is in a friendly owned hex:
Here is where the rules are confusing. You can not debark into the hex. Logically, one should be able to invade the hex, but I can find no rule allowing you to do so. However, everyone I know of (including myself) thinks that such an invasion is legal. Here is the rule:The key, I think, is the word "held" in the first sentence. That word is not defined in WiF. I believe, however, that everyone interprets "held" to include a hex held by an enemy partisan, even if it controlled by your side. Unfortunately, the second sentence uses the word controlled, and a rules lawyer might argue that this means you could not invade the hex. In this case, I would say that someone made a mistake, and allow the invasion. Then the question would arise: is there a notional unit?Invasions allow your land units to attack enemy held coastal hexes that touch upon a sea area to which you have transported the land units.
You may only invade an enemy controlled coastal hex that has at least 1 all-sea hexside (at least part, but not necessarily all, of this coastal hexside must touch upon the sea area where the TRS is located).
The official rule is that one may not invade or paradrop into a friendly controlled hex occupied by an ememy partisan. Harry indicated that this rule is under debate and may be changed, but at the moment (10/19/2014) it has not been.
I thought I knew how to play this game....
RE: New to the game - Basic Questions
Again, I believe I know the answer to the following questions and the answer is "yes" to both. I just want to be 100% sure. The countries listed in the table below are the only countries that partisans can appear in my current game? And, there is no chance that partisans could appear in the allied conquered and controlled Sardinia?
But no so fast, where are the USSR partisans?

But no so fast, where are the USSR partisans?

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Ronnie
RE: New to the game - Basic Questions
An totally unrelated questions. The situation is is that the US is trying to send 4 BPs to the USSR. These were being sent from Washington, DC to Moscow through Archangel. However, last turn the Germans captured Moscow, but Archangel is still open.
I can't figure out how to select the USSR city destination of these 4 BPs. On the US production screen, the program want let me because it says that the receiving country must specific the destination city. However, on the USSR side the 4 BPs don't sure up under the trade resources. How do I can the destination city?

I can't figure out how to select the USSR city destination of these 4 BPs. On the US production screen, the program want let me because it says that the receiving country must specific the destination city. However, on the USSR side the 4 BPs don't sure up under the trade resources. How do I can the destination city?

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Ronnie
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RE: New to the game - Basic Questions
Have you experimented with the tick boxes at the bottom of the form?ORIGINAL: rkr1958
Again, I believe I know the answer to the following questions and the answer is "yes" to both. I just want to be 100% sure. The countries listed in the table below are the only countries that partisans can appear in my current game? And, there is no chance that partisans could appear in the allied conquered and controlled Sardinia?
But no so fast, where are the USSR partisans?
![]()
Paul
RE: New to the game - Basic Questions
Duh ... talking about missing the obvious.[8|]ORIGINAL: paulderynck
Have you experimented with the tick boxes at the bottom of the form?
Ronnie
RE: New to the game - Basic Questions
I'm not sure what the program is asking/enabling me to do during this phase, which is "Port Attack CAP". In this specific example when I left click on any of the 3 "selectable" fighters, I can't select them. When I right click I get, what I think, is the standard pull-down menu.
I think the program is enabling me to put cap above a port? I seen no way to select a unit, much less put it on cap.

I think the program is enabling me to put cap above a port? I seen no way to select a unit, much less put it on cap.

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Ronnie
RE: New to the game - Basic Questions
The program do indeed ask you to put cap on a port. But without a save I can't answer if it is possible or not to pick any unit or if it is a possible bug.I think the program is enabling me to put cap above a port? I seen no way to select a unit, much less put it on cap.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: New to the game - Basic Questions
I found the very save, in the autosave folder, that corresponds to the screen cap above. I've attached it.ORIGINAL: Orm
The program do indeed ask you to put cap on a port. But without a save I can't answer if it is possible or not to pick any unit or if it is a possible bug.I think the program is enabling me to put cap above a port? I seen no way to select a unit, much less put it on cap.
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Ronnie



