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Guns of New Kent

Posted: Mon Jun 23, 2008 4:54 pm
by WarHunter
Another interesting tidbit from the Naval side of the game.

The Rebel Fort at New Kent has an interesting ability to Shutdown all Union traffic in the AC7 Atlantic sea zone. Which happens to be the main sealane for Baltimore and Washington. It also keeps the Potomac river clear of naval traffic.

As the Rebel player it seems unhistorical to be able to fill the Fortress with Heavy Artillery, and keep all naval traffic from flowing in and out of Baltimore and Washington. I can understand the river, but to fire with uncanny accuracy all the way to Cape Charles may be a little much.

Is this intended or up for discussion as a change?

RE: Guns of New Kent

Posted: Mon Jun 23, 2008 4:58 pm
by Joel Billings
It can shut down traffic on Potomac R1, but not AC7. Heavy guns do not disrupt traffic in the ocean areas.

RE: Guns of New Kent

Posted: Mon Jun 23, 2008 5:06 pm
by WarHunter
My Union opponent swears i cut him off all traffic with the guns.  Could he have been moving into Ft. Monroe and mistaking that for what is happening?

RE: Guns of New Kent

Posted: Mon Jun 23, 2008 5:11 pm
by Joel Billings
I don't see how that happens. The only thing that should be impacted is movement through area Potomac R1. I ran a quick test and that's what I see. So if he was moving ships in and out of Washington, that would be a problem, but moving through AC7 is not impacted by the heavy artillery on shore. You can have him send me a save if he wants to. Heavy Artillery has no Op-fire capability in ocean areas, only river areas.

RE: Guns of New Kent

Posted: Mon Jun 23, 2008 5:20 pm
by WarHunter
Joel Billings,
[:D]   , Seems after a little back and forth, with you helping, it is resolved that Sea Traffic is not interdicted.
(It was just hard to see the arrow among all the Shipping), while Washington is still wailing about not being able to use the river.
 
Rebel spies were successful for 1month as the entire USN sat in those two ports hearing rumors of super rifled "Guns of New Kent".
 
thanks very much for helping out with our noobness.

RE: Guns of New Kent

Posted: Mon Jun 23, 2008 5:31 pm
by Joel Billings
ORIGINAL: WarHunter

Joel Billings,
Rebel spies were successful for 1month as the entire USN sat in those two ports hearing rumors of super rifledĀ "Guns of New Kent".

LOL [:D]

RE: Guns of New Kent

Posted: Mon Jun 23, 2008 5:55 pm
by Erik Rutins
Glad it's sorted out - yep you can't block sea traffic, just river traffic. I did end up with a problem in our PBEM game when I failed to notice a gap in my sea supply net that had happened due to attrition and that was cutting off supply to half my blockade fleet, giving the CSA a lot more supplies than I would have liked until I found and fixed my error.

RE: Guns of New Kent

Posted: Mon Jun 23, 2008 8:12 pm
by John Neal
I was the source of errant report. It was late, probably used up rail cap, or his cavalry tore up rail line out of Washington so i couldn't rail over to Baltimore & then out as i had been doing before.

I'm a Newb, thanks for straightening me out.