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Kerch.
Posted: Tue Sep 28, 2021 10:44 am
by tyronec
If the Eastern side of Kerch are enemy territory and unoccupied it is impossible to cross from West to East.
If the Eastern side is occupied it was possible, at least under past versions, to assault and then cross.
The reason may be to do with ownership of the ferry hex, 7.3.5.
However movement should be possible under 38.7.3.
RE: Kerch.
Posted: Tue Sep 28, 2021 11:54 am
by panzer51
Concur, I stopped playing because my troops were sitting in Kerch for 3 turns and refused to cross. No Soviets anywhere is sight on the other side of the strait.
RE: Kerch.
Posted: Tue Sep 28, 2021 12:18 pm
by loki100
ORIGINAL: panzer51
Concur, I stopped playing because my troops were sitting in Kerch for 3 turns and refused to cross. No Soviets anywhere is sight on the other side of the strait.
I know its a silly idea but if you apply the rules in 7.3.5 it actuall works exactly that way. If Kerch is damaged (ie a port less than 1), the Soviets win any contest for the ferry hex 2-1. When Kerch fully repairs it becomes a 2-2 tie.
At that stage the secondary tests come into play

RE: Kerch.
Posted: Tue Sep 28, 2021 2:32 pm
by tyronec
I know its a silly idea but if you apply the rules in 7.3.5 it actuall works exactly that way. If Kerch is damaged (ie a port less than 1), the Soviets win any contest for the ferry hex 2-1. When Kerch fully repairs it becomes a 2-2 tie.
At that stage the secondary tests come into play
Yes, I read that.
However in '41 there will be 2 Soviet hexes and 1 Axis hex so control is always Soviet.
But there is also this which I think contradicts it. By this rule you can move from a frendly hex to an enemy hex by ferry:
'(1) Special Ferry Rules – Ferry Movement is allowed between
two friendly hexes or from a friendly hex to an empty enemy
controlled hex. In this case the MP cost of the ferry is 12 for
motorized and 6 for non-motorized units.
Units may enter a ferry hex to attack an adjacent enemy land
hex. Units that fail an attack from a ferry hex will retreat back to
a land hex.'
However, whatever the rules say it is a nonsense that you can cross Kerch if the Soviets defend it and you attack them and win BUT you cannot cross Kerch if it is undefended. Which is what seems to be the case now.

RE: Kerch.
Posted: Tue Sep 28, 2021 3:04 pm
by loki100
Tyrone
You are misinterpreting the rules.
Assuming axis on west, Soviets on east, as long as Kerch has any damage then the Soviets win control, they have 2 hexes to 1. If Kerch has no damage (ie its a level 1 port) then there is a tie. So control is not "always Soviet"
Once you get that 2-2 tie, the rules test for interdiction/cv/phasing in that order.
All this is as its been ever since WiTW. That is one of the manual sections where I retained precisely that wording - I recognise the style of syntax and its not something I wrote.
Roger
RE: Kerch.
Posted: Tue Sep 28, 2021 3:13 pm
by panzer51
ORIGINAL: loki100
Tyrone
You are misinterpreting the rules.
Assuming axis on west, Soviets on east, as long as Kerch has any damage then the Soviets win control, they have 2 hexes to 1. If Kerch has no damage (ie its a level 1 port) then there is a tie. So control is not "always Soviet"
Once you get that 2-2 tie, the rules test for interdiction/cv/phasing in that order.
All this is as its been ever since WiTW. That is one of the manual sections where I retained precisely that wording - I recognise the style of syntax and its not something I wrote.
Roger
Why do you need a port to cross approximately 10 miles of water with islands in between?
RE: Kerch.
Posted: Tue Sep 28, 2021 3:19 pm
by loki100
ORIGINAL: panzer51
...
Why do you need a port to cross approximately 10 miles of water with islands in between?
because the port is only used as part of the calculations over control of the crossing - its assumed to contain fixed assets that make asserting control a lot easier than just dug in artillery etc
so if its non-contested crossing (ie you control both sides), you trot over paying the standard MP costs.
And, as ever, I am trying to set out what the rules say. In other words it may be WAD but not to your taste but thats not really an issue for the technical reports section. Equally there could be a bug - but we checked this over in some detail a while back and the rules work precisely as set out in the manual.
RE: Kerch.
Posted: Tue Sep 28, 2021 3:46 pm
by tyronec
Tyrone
You are misinterpreting the rules.
Assuming axis on west, Soviets on east, as long as Kerch has any damage then the Soviets win control, they have 2 hexes to 1. If Kerch has no damage (ie its a level 1 port) then there is a tie. So control is not "always Soviet"
Once you get that 2-2 tie, the rules test for interdiction/cv/phasing in that order.
All this is as its been ever since WiTW. That is one of the manual sections where I retained precisely that wording - I recognise the style of syntax and its not something I wrote.
Roger
OK, I understand now.
However the issue is not really this. The issue is that you have the possibility of crossing if it is contested but cannot cross if it is not contested.
RE: Kerch.
Posted: Tue Sep 28, 2021 7:10 pm
by Joel Billings
I just crossed from west to east against a Soviet controlled ferry hex and no opposition on the other side. Can you post a save where you can't move across? I'm using a version after the latest test version.
RE: Kerch.
Posted: Tue Sep 28, 2021 9:38 pm
by MechFO
Did you run recon on those hexes? I think I ran into this when there were enemy units in those hexes which I couldn't see because my ground units were not adjacent.
RE: Kerch.
Posted: Wed Sep 29, 2021 2:55 am
by tyronec
I just crossed from west to east against a Soviet controlled ferry hex and no opposition on the other side. Can you post a save where you can't move across? I'm using a version after the latest test version.
No saves, it was a server game.
It is only Kerch that I have seen where you can't cross like this, it works fine to cross the Baltic ferry hex unopposed.
Did you run recon on those hexes? I think I ran into this when there were enemy units in those hexes which I couldn't see because my ground units were not adjacent.
I know there were no Soviet units on the other side because I moved a unit onto the ferry hex.
RE: Kerch.
Posted: Wed Sep 29, 2021 4:25 am
by loki100
I went back to a relevant save in my current vs AI game and just crossed at Kerch when there were no Soviets on the other side (took FOW off), so no idea why you are not seeing this
I only took Kerch the turn before so its nothing to do with the ferry control rules

RE: Kerch.
Posted: Wed Sep 29, 2021 12:48 pm
by Joel Billings
Is that server game using an old version?
RE: Kerch.
Posted: Wed Sep 29, 2021 2:00 pm
by tyronec
Am on version .09.
It was started under .07
RE: Kerch.
Posted: Wed Sep 29, 2021 4:09 pm
by Joel Billings
Are you still stuck in your game. If so, tell me the players in the game and approximate turn number and I'll try to look at the game.
RE: Kerch.
Posted: Wed Sep 29, 2021 5:32 pm
by tyronec
Server campaign game with Gundam.
The turn is with him, my last turn as Axis was T11 which was when this came up.
RE: Kerch.
Posted: Thu Sep 30, 2021 1:20 am
by Joel Billings
Got the save, It turns out the bug is in Movement FOW. With Movement FOW, you can only move onto the ferry hex, not past it. With it off you can march right over. I'll bug it.
RE: Kerch.
Posted: Thu Sep 30, 2021 3:37 am
by tyronec
Great, that is a relief that I wasn't imagining it !
RE: Kerch.
Posted: Mon Oct 04, 2021 6:47 pm
by Hardradi
So a delay at Kerch is a bug for a beta player but WAD for the rest of us?
https://www.matrixgames.com/forums/tm.asp?m=5035321
RE: Kerch.
Posted: Mon Oct 04, 2021 6:52 pm
by panzer51
I think the problem shows up only if you have FOW on.