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Hard Amph/Evac Rule ?

Posted: Wed Jun 03, 2015 10:08 pm
by E6Jarhead

Ok..so what does this rule actually do?

882,0,Hard Amph/Evac Rule 0=no, 1=yes

Thanks!

RE: Hard Amph/Evac Rule ?

Posted: Sat Jun 06, 2015 10:54 pm
by E6Jarhead
Any takers on this one?

RE: Hard Amph/Evac Rule ?

Posted: Sun Jun 07, 2015 6:27 am
by ernieschwitz
I believe it has to do with the chance that a fleet can retreat from a hex being conquered by land forces... I never used it, so this is only from memory, of some info i read at some point.

RE: Hard Amph/Evac Rule ?

Posted: Mon Jun 08, 2015 3:22 am
by Vic
It has to do with loading/unloading a unit.
With 'hard' on it means a unit must have more than 0 AP in order to be loaded or unloaded from or on too a cargoship IF it is not in a port hex. When 'hard' is used also all AP are lost upon loading a unit

Rulevar(880) does the same (though in reverse 0-1 wise) for unloading or loading at a port hex.

Rulevar(881) specifies is all AP is lost when leaving a port.

Together these rules enable you to build in a delay for amphibious operations. Making sure a unit is at least one turn out in the seas before making an amphibious attack. Allowing for an opponent to attacking it with naval superiority for example.

best wishes,
Vic