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Overruning CP
Posted: Tue Nov 19, 2013 11:01 pm
by Dabrion
Overrun CP in surprise are rolled for individually. There should be one roll per naval unit, thus 5CP (SiF: 2CP).
RE: Overruning CP
Posted: Tue Nov 19, 2013 11:10 pm
by Shannon V. OKeets
ORIGINAL: Dabrion
Overrun CP in surprise are rolled for individually. There should be one roll per naval unit, thus 5CP (SiF: 2CP).
Well, Ships in Flames is always part of MWIF. I recently (within the past 2 months) made a change to the code to split convoys down to individual 1 point units for overrun die roll checks. I'm not so sure about the rule you are quoting.
I do recall there is something about captured convoys remaining on the map. Other captured naval units go into the Repair Pool.
RE: Overruning CP
Posted: Tue Nov 19, 2013 11:36 pm
by Dabrion
RAW 11.11.6 lets you rebase naval units. Each face-down or surprised one becomes the check.
RAW 2.3.1 (under SiF Option 9) states every 2 CP (or any spare point) is a naval unit.
There is also a FAQ entry under Q11.11-4.
Just something to add to the end of the list.
p.s.: captured CP get a "CP Used" marker (so will be disorganised in MWiF). I think that is fine as is. Also in the FAQ Q11.11-3.
RE: Overruning CP
Posted: Wed Nov 20, 2013 11:04 am
by Centuur
For Ships in Flames, you roll for every 2 CP's. In MWIF you roll for each one. That's a minor deviation IMHO. I wouldn't change that (I even think it is better this way, since a CP represents a number of merchant ships)...