Stores for Prisoners - when?
Oct 3, 2014 1:24:02 GMT
Post by tim on Oct 3, 2014 1:24:02 GMT
This may sound repetitive, but I honestly missed this when reviewing the Stores rules.
Original Rules:
"[28.15] For every five Prisoner Points in a hex, the capturing Player must expend one Store Point per Operations Stage (not Game-Turn). These Stores are expended before any other stores may be allocated. They need not be present; they are subtracted from the nearest supply dump, etc."
But it doesn't spell out when to expend those POW Stores.
I would like to suggest a solution. The first time in an ops stage that stores can be spent is in the Construction segment (#4), and the only phase before that where any supplies are spent is the Water Distribution segment (#1). So would it make sense to just expend these POW stores in the Water Distribution segment?
If so, we could update the rule this way:
"[28.15] For every five Prisoner Points in a hex, the capturing Player must expend one Store Point per Operations Stage (not Game-Turn) in the Water Distribution Segment. These Stores are expended before any other stores may be allocated. They need not be present; they are subtracted from the nearest supply dump, etc."
Note, this does not necessitate any changes to the previously discussed changes to the Stores rules:
Proposed to add in the reference to Oases and to organize the clauses more logically:
[51.1] USAGE OF STORES
[51.11] Every TOE Strength Point in play requires four Stores Points per Game-Turn, except as noted below.
[51.12] HQ and engineer units require only one Stores Point per Game-Turn (regardless of assigned TOE equipment).
[51.13] Units sitting in Oases have all the stores that they need and do not require the expenditure of Stores Points. See 52.3.
[51.14] Prisoners use stores, at a rate of one Stores Point per five Prisoner Points per Operations Stage. (See 28.15). Prisoners must be supĀ¬plied with Stores before any other units. For this purpose only, if there are no Stores in the hex, Stores may be deducted from the nearest supply dump, regardless of how far away it is. Guard points require two Stores points per Game-Turn each. Guards may also draw from the nearest dump the same as prisoners.
[51.15] Stores may have to be expended during construction. See 24.0.
[51.16] Each Stores Point weighs one ton. Stores may be transported by trucks or planes, and they may be airdropped. Stores must be present in the hex to be used. Stores on truck convoys cannot be used until off-loaded.
[51.17] Fifty per cent of any captured Stores Points may be used by the opposing Player; the rest are lost.
Original Rules:
"[28.15] For every five Prisoner Points in a hex, the capturing Player must expend one Store Point per Operations Stage (not Game-Turn). These Stores are expended before any other stores may be allocated. They need not be present; they are subtracted from the nearest supply dump, etc."
But it doesn't spell out when to expend those POW Stores.
I would like to suggest a solution. The first time in an ops stage that stores can be spent is in the Construction segment (#4), and the only phase before that where any supplies are spent is the Water Distribution segment (#1). So would it make sense to just expend these POW stores in the Water Distribution segment?
If so, we could update the rule this way:
"[28.15] For every five Prisoner Points in a hex, the capturing Player must expend one Store Point per Operations Stage (not Game-Turn) in the Water Distribution Segment. These Stores are expended before any other stores may be allocated. They need not be present; they are subtracted from the nearest supply dump, etc."
Note, this does not necessitate any changes to the previously discussed changes to the Stores rules:
Proposed to add in the reference to Oases and to organize the clauses more logically:
[51.1] USAGE OF STORES
[51.11] Every TOE Strength Point in play requires four Stores Points per Game-Turn, except as noted below.
[51.12] HQ and engineer units require only one Stores Point per Game-Turn (regardless of assigned TOE equipment).
[51.13] Units sitting in Oases have all the stores that they need and do not require the expenditure of Stores Points. See 52.3.
[51.14] Prisoners use stores, at a rate of one Stores Point per five Prisoner Points per Operations Stage. (See 28.15). Prisoners must be supĀ¬plied with Stores before any other units. For this purpose only, if there are no Stores in the hex, Stores may be deducted from the nearest supply dump, regardless of how far away it is. Guard points require two Stores points per Game-Turn each. Guards may also draw from the nearest dump the same as prisoners.
[51.15] Stores may have to be expended during construction. See 24.0.
[51.16] Each Stores Point weighs one ton. Stores may be transported by trucks or planes, and they may be airdropped. Stores must be present in the hex to be used. Stores on truck convoys cannot be used until off-loaded.
[51.17] Fifty per cent of any captured Stores Points may be used by the opposing Player; the rest are lost.