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Coastal Battery in FitE 5.0

Posted: Sun Jun 11, 2006 5:37 am
by larryfulkerson
In round one of Axis turn one in the scenario Fire in the East 5.0, there is a coastal battery with a range of 3 whose movement factor is zero. So theoretically, if it contributed it's firepower to a combat that should burn all the rounds of the turn. So I suggest putting it in mobile status so that it doesn't fire during combat.

Unfortunately, that would also mean it would be mobile for the entire game since it has no movement and cannot entrench again. But that's better than burning all your rounds during turn one, one of the most important turns in FitE.

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RE: Coastal Battery in FitE 5.0

Posted: Sun Jun 11, 2006 5:39 am
by Chuck2
Units with zero movement points (static and coastal artillery) can fire more than one time in TOAW 3.

RE: Coastal Battery in FitE 5.0

Posted: Sun Jun 11, 2006 5:41 am
by larryfulkerson
ORIGINAL: Chuck2
Units with zero movement points (static and coastal artillery) can fire more than one time in TOAW 3.

You're implying that it won't burn all the rounds of the turn. Well, I didn't know that. Thanks for teaching me.

RE: Coastal Battery in FitE 5.0

Posted: Sun Jun 11, 2006 5:45 am
by Chuck2
ORIGINAL: larryfulkerson
ORIGINAL: Chuck2
Units with zero movement points (static and coastal artillery) can fire more than one time in TOAW 3.

You're implying that it won't burn all the rounds of the turn. Well, I didn't know that. Thanks for teaching me.

Yes, it won't use all of your turn up. Fire away.