Problem with naval transport

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Lictuel
Posts: 222
Joined: Thu Apr 18, 2013 7:35 am

Problem with naval transport

Post by Lictuel »

I'm currently experiencing a problem with using naval transport as the Germans I'm trying to extract 2 regiments stuck in Naples after flying naval patrol the naval hexes that would lead to Gaeta are all contested but I can not still not move the regiments. When I put them out onto the see they can not move beyond the hex next to the port (both would have 150+ SMP).
When trying to go the other way I can move units as far as the hex NE of Tschia. It seems I can not enter the hex east of Tschia via naval transport.

Any idea what is causing this? Am I missing something or is this a bug?

Screenshot of the area is attached. Can anyone enlighten me?

Thanks :)

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Joel Billings
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RE: Problem with naval transport

Post by Joel Billings »

Not sure what's up. Could you post a save (zip it up and attach to the thread), or email one to 2by3@2by3games.com. Thanks.

Can you check and make sure the German units have Strategic Movement Points (SMP). When looking at the unit counter on the right bar, it's the number just below the counter next to the wavy line. You normally start with 200 SMPs. Another thing to check is that the port is not heavily damaged.
All understanding comes after the fact.
-- Soren Kierkegaard
Lictuel
Posts: 222
Joined: Thu Apr 18, 2013 7:35 am

RE: Problem with naval transport

Post by Lictuel »

Hey thanks for the fast reply, its a server game so I can not attach a save but you can load it from the server if I'm not mistaken.

There is only one game with me in it going on right now.
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Joel Billings
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RE: Problem with naval transport

Post by Joel Billings »

I'll take a look, check out the comments I just added to my post above.
All understanding comes after the fact.
-- Soren Kierkegaard
Lictuel
Posts: 222
Joined: Thu Apr 18, 2013 7:35 am

RE: Problem with naval transport

Post by Lictuel »

I just loaded the game again to have a look:

The port has 0 damage and both units have 200 SMP (they started the turn in that port
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Joel Billings
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RE: Problem with naval transport

Post by Joel Billings »

Ok, I can tell you it's not a bug. I can move one hex out to sea, and no more. Rules say you may not move next to an amphib TF (with FOW on, you may not see the amphib TF). The system is actually smarter than it should be since in reality if you didn't know there was an amphib TF around and you got in your ships and sailed out to sea you'd be sunk. I apologize to the other player that I may have given away info, but felt you deserved an answer as to why you might not be able to move by sea. Looks like those units are going to have to defend Naples. No Dunkirk here. [:)]
All understanding comes after the fact.
-- Soren Kierkegaard
Lictuel
Posts: 222
Joined: Thu Apr 18, 2013 7:35 am

RE: Problem with naval transport

Post by Lictuel »

Ah thanks a lot, I had a feeling it might be something like that. It has been years since I read the manual and didn't remember that rule.

Wells it seems these regiments just volunteered for a long term deployment in Naples.

Thanks again, case closed :)
Kronolog
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Joined: Wed Mar 23, 2011 6:00 pm
Location: Sweden

RE: Problem with naval transport

Post by Kronolog »

ORIGINAL: Joel Billings

Ok, I can tell you it's not a bug. I can move one hex out to sea, and no more. Rules say you may not move next to an amphib TF (with FOW on, you may not see the amphib TF). The system is actually smarter than it should be since in reality if you didn't know there was an amphib TF around and you got in your ships and sailed out to sea you'd be sunk. I apologize to the other player that I may have given away info, but felt you deserved an answer as to why you might not be able to move by sea. Looks like those units are going to have to defend Naples. No Dunkirk here. [:)]

No worries, the TF's position wasn't of any special importance (other than to make sure that I get some German POWs [:D]).
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