AOSC ...
Posted: Fri Jul 18, 2008 12:16 am
A quick note of clarification ...
And the reply ...
Michael,
thanks ...
Actually now that you mention it .. I want a bit of clarification about the AOSC ... can Allied ships run from Allied bases in Nth America, down though Panama, along the AOSC and then peel off Nth to Australia, Fiji etc ... If so the only chance I can have at them is on the North bound leg or near the South Panama exit ... I thought it was designed to simulate the Atlantic, not a way to reinforce Fiji. Hence my understanding was that it was for the transfer only of troops from Nth America to Aden... Am I wrong in my assumption ?
And the reply ...
From my understanding, you cannot enter the western and southern shipping channels at all.
Copy and Pasted from the HR from Nemo:
Empires Ablaze Allied Oceanic Shipping Channel
6. The x co-ordinate (1,yy) and the y co-ordinate (xx,148) constitute an Allied oceanic shipping channel ("the AOSC").
7. The AOSC is reserved solely for the use of Allied units. Japanese land, sea or air units may never enter the AOSC.
8. Allied units and bases in the AOSC are immune from Japanese attack, capture or recon. Allied units in the AOSC may not attack or recon Japanese units or bases which are situated outside the AOSC.
9. The three Allied Bases which are within the AOSC are:
Capetown
South Atlantic Entry
Port Stanley
Then there is this HR:
15. Japanese units may never attack, enter, or capture Aden.
Thus, I can enter and exit only from the AOSC at 4 points, besides the two corners. Directly west of Perth and Colombo there are 2 slots (only a hex wide each ) to move ships in and out. There are two more that are in each corner - near Aden there is a 2 hex wide opening and again near the SE corner (to the east of Port Stanley). Thus, I can get to French Polynesia, Pago Pago, Suva, etc. from the 2 shipping channels that lead to Panama (what is normally seen on AB's extended map) and from the the 2 hex opening in the SE corner. So, you could station 6 subs to cover all these points if you wish, but they cannot go into the actual channels on the map edges. Part of the rational for this is each hex is much more than the 60 miles that is found on the main map, but does take into account the straight line distance (i.e. - Port Stanley to Boar Bora is "suppose" to be correct distance).
Again, part of my understanding comes from following the development of RHS and this mod comes from the level 6 map. I did play briefly on the level 7 map which IMO is the best WitP map system available.
Like I mentioned before, you can enter any of the shipping channels that are found on AB extended map (even invade and capture Panama). This is my understanding of the HRs, but I would ask Nemo for clarification.







