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US CVPs not able to intercept over CW owned hex
Posted: Fri May 09, 2014 1:37 pm
by Courtenay
I just had an attack on Gibraltar, where the CW had three flipped units. Both the CW and US had carriers in sea zones adjacent to Gibraltar. During defensive ground support, the CW was able to fly its planes to Gibraltar. The US planes showed up in the "Choose unit" display, but when I tried to fly them to Gibraltar, all I got was a big X. This is particularly confusing, because Gibraltar was the only attack in the theater, so the fact that the (correct) CVPs showed up in the choose unit display, but were not allowed to fly to Gibraltar, implies that MWiF thought at one point that the planes could fly, but then changed its mind.
RE: US CVPs not able to intercept over CW owned hex
Posted: Fri May 09, 2014 1:58 pm
by AxelNL
ORIGINAL: Courtenay
I just had an attack on Gibraltar, where the CW had three flipped units. Both the CW and US had carriers in sea zones adjacent to Gibraltar. During defensive ground support, the CW was able to fly its planes to Gibraltar. The US planes showed up in the "Choose unit" display, but when I tried to fly them to Gibraltar, all I got was a big X. This is particularly confusing, because Gibraltar was the only attack in the theater, so the fact that the (correct) CVPs showed up in the choose unit display, but were not allowed to fly to Gibraltar, implies that MWiF thought at one point that the planes could fly, but then changed its mind.
Same game as the question on defensive shore bombardment, no doubt. Savegame would help as well here.
Naval bugs will be tackled after the coming production release. First finishing the supply release - there are a couple of loose ends which take surprisingly much time.
RE: US CVPs not able to intercept over CW owned hex
Posted: Tue May 27, 2014 9:57 pm
by Shannon V. OKeets
ORIGINAL: Courtenay
I just had an attack on Gibraltar, where the CW had three flipped units. Both the CW and US had carriers in sea zones adjacent to Gibraltar. During defensive ground support, the CW was able to fly its planes to Gibraltar. The US planes showed up in the "Choose unit" display, but when I tried to fly them to Gibraltar, all I got was a big X. This is particularly confusing, because Gibraltar was the only attack in the theater, so the fact that the (correct) CVPs showed up in the choose unit display, but were not allowed to fly to Gibraltar, implies that MWiF thought at one point that the planes could fly, but then changed its mind.
The US planes would have to cooperate with all the Allied land units in the hex. If you had units from, say, Egypt in the hex, then the US would not be permitted to fly. Given that the US units were selectable, either that is a bug, or there were air units flown by the Commonwealth that do not cooperate with the US (but that is very unlikely).
Either way, I would like to have a saved game of this situation so I could investigate it.
RE: US CVPs not able to intercept over CW owned hex
Posted: Wed May 28, 2014 12:59 am
by Courtenay
Ah! I think I know what happened -- there were probably Spanish naval units in Gibraltar. It had not occurred to me that that would stop US units from flying ground support into the hex. Thank you.
RE: US CVPs not able to intercept over CW owned hex
Posted: Wed May 28, 2014 2:13 pm
by brian brian
just a tangential comment - [I hope future editions of the game both loosen (US bombers called in to defend a hex with miscellaneous Allied shipping - I'm sure I would both make that mistake and let it slide by an opponent in ftf gaming) and tighten (the Italian Luftwaffe) cooperation rules.]
RE: US CVPs not able to intercept over CW owned hex
Posted: Wed May 28, 2014 5:25 pm
by WarHunter
There is a situation where this type of problem can occur, frequently. Especially as the game gets into 1942+.
It involves Major power A only being able to fly escort for Major Power B. Major Power B has to send a bomber 1st.
If it is not sent, and instead clicked done before checking. Major Power A will still have the air unit accessible
but unable to do anything.
I find it useful to check each nations air units before commiting to an action. This allows a check to be made for
pure fighters to escort a power they can coop with.