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Post by tim on Sept 28, 2014 1:22:58 GMT
I will edit the stores changes into the official rules Tim. Reading through the original text, a ruling is needed for dumps that may be inaccessible at the time. I shall add a brief rule on that. In the interests of avoiding an undue workload, shall we agree to avoid minor edits unless they are essential. That test would not exclude proposals such as those presently under consideration. I believe in the discussions about prisoners the intention is that the stores could be taken from any dump so as to avoid war crimes. Apparently some playtester marched his prisoners into camps set up in wadis and far from supply sources so that they'd either attrit by starving to death or get washed away by rain. Then again, given that trucks have to head back to rear zones to replenish, it wouldn't be that hard to ship the P.O.W.s back to the home country where they disappear from the game (and the guards are freed to return to duty).
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Post by tim on Sept 26, 2014 2:18:40 GMT
Sorry for posting this like this, I can only reply to threads, not create them.
Current [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] Prisoners use stores, at a rate of one Stores Point per five Prisoner Points per Operations Stage. (See 28.15). Prisoners must be supplied 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. [51.13] HQ and engineer units require only one Stores Point per Game-Turn (regardless of assigned TOE equipment). [51.14] Stores may have to be expended during construction. See 24.0. [51.15] 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. [51.16] Fifty per cent of any captured Stores Points may be used by the opposing Player; the rest are lost. [51.17] Guard points require two Stores points per Game-Turn each. Guards may also draw from the nearest dump as per 51.12.
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 sup¬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.
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Post by tim on Sept 26, 2014 2:07:47 GMT
Different Topic - 49.3 Evaporation and Spillage is poorly constructed (Water wastage is an afterthought).
Here's the current text: [49.3] EVAPORATION AND SPILLAGE Fuel is subject to loss through evaporation and spillage, regardless of where it is kept. During the Stores Expenditure Stage of each game-turn, each Player reduces all fuel levels on the game-map (not in convoys at sea) by six percent (6%), rounded down. In addition, if the weather for an opera¬tions stage is “hot weather”, an additional reduc¬tion of five per-cent is taken as soon as the hot weather is determined. There is one exception to these rates: from Sept., 1940 until the last Game-Turn (inclusive) in August, 1941, the Com¬monwealth spillage and evaporation rate is nine percent (9%) per Game-turn. This is due to the poorly constructed containers used by the British; it wasn’t until the British copied that German “jerry can’’ that their rate was reduced (This rule also applies to certain sources of water, see 52.44.)
It should read something like (The first insert is the entirety of rule 52.44, so the reference isn't necessary): [49.3] EVAPORATION AND SPILLAGE Fuel is subject to loss through evaporation and spillage, regardless of where it is kept. Water, except for water in wells and pipelines, is subject to evaporation and spillage. During the Stores Expenditure Stage of each game-turn, each Player reduces all fuel and applicable water levels on the game-map (not in convoys at sea) by six percent (6%), rounded down. In addition, if the weather for an operations stage is “hot weather”, an additional reduction of five per-cent is taken as soon as the hot weather is determined. There is one exception to these rates: from Sept., 1940 until the last Game-Turn (inclusive) in August, 1941, the Commonwealth spillage and evaporation rate is nine percent (9%) per Game-turn. This is due to the poorly constructed containers used by the British; it wasn’t until the British copied that German “jerry can’’ that their rate was reduced." (This rule also applies to certain sources of water, see 52.44.)
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Post by tim on Sept 26, 2014 1:27:58 GMT
While we're at it, 12.17 needs a small correction in the third sentence. It says "All non-Phasing (Forward or Back)are subject to Close Assault losses..."
That would read better as "All non-Phasing Guns (Forward or Back)..."
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Post by tim on Sept 26, 2014 1:24:36 GMT
There is no prohibition of a target unit from undergoing multiple barrage attacks - just that the target unit can only be attacked once from each adjacent hex.
Oh, and I like Micheal's update - I had noticed that 12.32 needed to add the clarification about Italians not being able to combine units in different hexes.
So if some poor sap is surrounded, they could undergo up to six separate barrage attacks. Now that's the American way of war - throw ordinance at them!
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Post by tim on Sept 25, 2014 6:36:08 GMT
Tony, again I agree with Bob. I said this in an earlier discussion, that we are adults and it is reasonable to expect that we come to a consensus about things.
Or to look at it another way - pick your battles. Mini dumps are not likely to get huge. Let's play s turn or two and see whether that assumption is correct. We can revisit whether to implement yh ed new rule for GT3. Ok?
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Post by tim on Sept 23, 2014 21:57:19 GMT
No. Not really. It's a maintenance issue for Bob and I, so I would like to hear if he's okay with using the rule.
One of the reasons that I do not really care is that I won't have enough of ammo or stores to leave any just lying around. )
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Post by tim on Sept 23, 2014 14:08:48 GMT
Hi, Tim here. I'm the Axis logistics guy and am okay with the proposed mechanism for limiting mini dumps. Or not. Either is fine.
Right now I'm looking at a supply dump chain of over fifteen dumps, not including those for the glorious Italian Flying Circus. So toss in forward area dumps to pleasure the pasta principal and we quickly will have a paperwork chsllenge.
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Post by tim on Sept 15, 2014 17:17:45 GMT
So ATD you'll let us know when the Axis can deploy our units, Dumps, Trucks, etc?
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Post by tim on May 13, 2014 4:14:21 GMT
Hopefully Mike got the updated Axis sheets to you Tony. I'm in for the game. Let's do this thing.
Oh, and Richard Berg WANTS to see after action reports.
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