Cold Bay and Whittier (Alaska)

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el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

Cold Bay and Whittier (Alaska)

Post by el cid again »

Both loations shoul be dot locations without developed assets or supplies.
Whittier - due to hex size - must be in the Alaska RR hex between Anchorage and Seward
but the tunnel was not cut through and the port not developed in 1941. Let players develop
the port if they want and that cost can represent completing the tunnel.
Cold Bay is an easier case: there was nothing there until a decision by Gen Simon
Bolivar Buckner to develop it as an air base in 1942 (to cover the fine deep water
port of Dutch Harbor. Here again players can develop it as they wish if they move in
supplies and engineers - but they should have to do so en toto, as IRL.
Neither case is as severe as Ruby, which should be removed entirely (or replaced
by Galena in hex 173, 32). Ruby - once the biggest port on the Yukon River - was destroyed
substantially by earthquake in the 1920s and then a fire in 1938 finished the job. It was
not developed during WWII. Galena, on the other hand, had a fine airfield before the war,
and was used during the war and until the end of the century by the air force as a forward
operating base. But since the word Ruby appears in map art - the map art then becomes
only a historical site marker.
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Andrew Brown
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Location: Hex 82,170
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RE: Cold Bay and Whittier (Alaska)

Post by Andrew Brown »

ORIGINAL: el cid again
Neither case is as severe as Ruby, which should be removed entirely (or replaced
by Galena in hex 173, 32).

I think you might be right about that - replacing Ruby with Galena looks like a good idea. I will consider changing that in my own scenario, and update the map by erasing the "Ruby" name, thus catering for both options.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: Cold Bay and Whittier (Alaska)

Post by el cid again »

How does one get your map panels? I assume virtually every change you have made is for cause and results in a better map.
The map is possibly the most sophisticated element of the game. The more one studies the geography - whatever quibbles there may
be here or there - the more impressive it becomes. It is a vast area, and it is rendered very well indeed. But anything on this scale
can always be improved at the margins - which it appears you are doing
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