Page 1 of 1
Legaspi and Naga
Posted: Wed Jun 29, 2011 8:47 pm
by el cid again
Trying to plan my invasion of Luzon,
and being intimately familiar with its geography
(once I drew a map from memory in a place where there were no reference materials)
I was astonished to find Legaspi (or Legazpi) is not at the end of the RR
(where it really is) but rather has moved to the very Southern tip of the island
where the road goes.
Legaspi belongs 1 hex NW of its stock location
as does Naga - which is where Legaspi belongs
and should be on 1 hex NW of its location as well.
Take a look at any map of Luzon if you have even 1% doubt I am right.
RE: Legaspi and Naga
Posted: Wed Jun 29, 2011 9:03 pm
by Andrew Brown
From memory, Legaspi was on the border between two hexes, and I put it in the end hex. If you want to, you could have Legaspi in the hex to the NW, but then I would suggest adding another base in the old Legaspi hex.
Andrew
RE: Legaspi and Naga
Posted: Thu Jun 30, 2011 12:25 am
by JeffroK
My US Army map shows it about 30 miles from Bulan to Legaspi, add a bit more as the road doesnt go to Ginablan or San Jose.
According to a website its 34.92 miles by road, which isnt as the crow flies.
For the want of being about 5 miles out the map does a pretty good job.
But I am sure there are 1000's of similar decisions made to make a workable map and not have tiny slithers of land occupying a hex (As the straits are narrow, you are suggesting a hex on 2 landmasses or an ahistorically wide strait.
RE: Legaspi and Naga
Posted: Thu Jun 30, 2011 3:51 pm
by el cid again
Legazpi shows in the art close to the wrong bays -
the art is superb and the placement a hex NW fits it far better
Then there is the economic and military impact of being on the RR
since the art correctly has it end where I think the city ought to be
it will work better there in terms of how code will let supplies,
resources etc move in/out. Of course, one could change the RR
by a hex - and get this effect - but then ships could approach from
the "wrong" direction - entering port via a path that implies
plowing through land. Legaspi is on the Pacific (Philippine Sea)
side of Luzon - and cannot be approached through the Visayas -
one must pass through the stait and "turn right" as it were - to make
port.
RE: Legaspi and Naga
Posted: Fri Jul 01, 2011 1:04 am
by JeffroK
FROM ABOVE
entering port via a path that implies
plowing through land. Legaspi is on the Pacific (Philippine Sea)
side of Luzon - and cannot be approached through the Visayas -
one must pass through the stait and "turn right" as it were - to make
port.
Is your perfect knowledge of the area correct.
Havent got my map handy, but if you come through the straits at the bottom of Luzon , dont you turn LEFT (North) to get to Legaspi City.
The only way to "turn right" would be to transit from the Pacific towards the Subayan Sea, and as you say be on the wrong coast.
Plus I thought, and may be wrong, but I thought there were hexside barriers stopping entry from the wrong side.
RE: Legaspi and Naga
Posted: Fri Jul 01, 2011 12:51 pm
by Shark7
Sounds like this is more of a limitation due to map scale more than any error. I personally don't think it is worth the work to change it, but that is just me.
RE: Legaspi and Naga
Posted: Fri Jul 01, 2011 10:31 pm
by Andrew Brown
ORIGINAL: Shark7
Sounds like this is more of a limitation due to map scale more than any error. I personally don't think it is worth the work to change it, but that is just me.
I don't think it is of much importance, but I did take a close look at the map in that area, zoomed in, and Legaspi does look to be either right on the hex border or slightly North of it, so there is nothing wrong with "moving" it to the hex to the NW. A simpler way of doing that would be to rename the bases in the area. As to what to rename the "old" Legaspi base to, I guess the best choice would be Sorsogon. The bay it is on (on the West cost of the peninsula) looks like a decent anchorage, too, but I know nothing about the area apart from what I can see on the maps.
If a blocked hexside is added to the hex to simulate having to sail around the peninsula hex, a decision needs to be made whether the peninsula is approachable by sea from the East or Western direction - it can't be both. Without such a blocked hexside it is approachable from both directions (as it is in real life of course), but then TFs can move through the hex unimpeded. There is always a compromise in how bits of terrain like this are depicted. I don't know enough about the Philippines campaign to know whether the Japanese landed on this peninsula and, if so, whether it was on the Eastern or Western side (or both).
Andrew