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Post by tim on Oct 7, 2014 14:39:29 GMT
Bob raised the question of Supply Dump Building costs, and I found several other discrepancies between construction costs listed in individual rules versus what's on Chart 24.17
Item Rule # Cost Chart Cost Supply Dump 24.9 20s 10s Temp Facility 24.83 250s 150f 250s 50f Facility repair 24.84 50s 30f 50s 10f
All of the other items are correct, or the rules don't specify supply costs.
However, the chart needs some correction for Ports. The section about blocking ports on lines 23/24 is fine [55.22 + 55.23], but we need to add a section for unblocking [55.26]. Unblocking needs three rows: Ports 50a 25s Tobruk 25a 10s Benghazi 100a 50s
Other than the addition for unblocking ports, the question being asked here is whether to use the rule costs or the chart costs. We've agreed, I think, that we use the chart costs for Supply Dumps. That seems to be a logical choice for temporary repair facility construction and repair. Any thoughts on that?
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Post by Michael Miller on Oct 8, 2014 14:47:38 GMT
I don't have much of a feel for the costs on Repair Facilities. However, they seem too quick/easy to build (one Op Stage) to justify the costs in stores and fuel in the written rule, so I think that argues in favor of the lower cost shown on the charts. But the chart leaves the cost in stores the same, I suppose because it is representing mostly tooling and machinery.
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Post by tim on Oct 8, 2014 20:01:43 GMT
Either side may have no more than two Temporary Repair facilities at any time [24.85]. The Axis starts with two, the Commonwealth with one.
Taking a step back, there are three levels of repair available: Field; Temporary and Major. Field is obviously mechanics or motor pool guys with basic tools and parts, running out the back of a truck. Temporary Repair Facilities can only be built in city or village hexes, so the stores required are probably for sheds and shade and more advanced tools to do a better job. The fuel is for lubricants and so on. Repairing bomb/artillery damage is set above at one fifth of the original cost to build the Temporary facility.
So basically the question the discrepancy creates is how much lubricants etc. would be needed to set up and run a garage / vehicle body and armor repair facility? Just to set up and repair, I'd lean towards the chart cost. That 50 fuel is about half of the load of a medium truck, or several oil drums worth of grease, etc.
For a future rules update (not for now): Looking at all of this it occurs to me that the cost to repair applies to both Major and Temporary Repair facilities. So we could consider using the Rule cost of 30 fuel for repairing a Major facility.
[edit] Changed the comment about repair costs to emphasize that this should only be considered as a possible future adjustment to the rules. It is not needed to start the game.
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Post by Deleted on Oct 11, 2014 6:00:14 GMT
The chart costs look reasonable. I don't see any reason to differentiate between fixing Major and Temporary Repair Facilities as far as fuel cost go. If you want to debate stores you might have a case because of the different types of equipment necessary at each but the lubricants at both will be virtually identical. Let's leave well-enough alone on that for the time being.
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Post by Michael Miller on Oct 11, 2014 15:25:07 GMT
Agreed to accept the values on the chart sheets for [24.17] over the differing values in the original rule set under [24.83, 24.84], yielding the below values:
Item: Cost Supply Dump: 10s Temp Facility: 250s 50f Facility Repair: 50s 10f
One other question was raised regarding unblocking of Ports. These costs are found in [24.18].
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Post by tim on Nov 6, 2014 3:28:10 GMT
The latter point about unblocking Ports was a note that the 24.17 Chart lacked rows for that purpose. It's a minor point, but something that we should add to those charts for clarity and completeness.
But in Tony's stoplight analogy that isn't even a Yellow light issue.
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Post by Michael Miller on Nov 6, 2014 12:50:23 GMT
If I understand the remaining question properly here it is regarding unblocking of Ports. That is considered a Demolition action and is shown on chart [24.18]. It was a little confusing to me at first, and to my mind in a computerized setting Construction and Demolition could be combined into a single chart. However in paper form it made sense to split them. Reference below, other chart entries omitted for clarity. [24.18] DEMOLITION CHART Item | Action | Unit Required | Ammo | Fuel | Stores | Nr. OpStages | Restrictions/Commentary | Port (other)
| Unblock 1 Level | EBn or CHQE
| 50 | —
| 25 | 1
| This applies whether the port was blocked by mines or ships. Air bombardment damage is automatically repaired 1 Level per OpStage not bombed (see 55.18).
| Port of Tobruk | Unblock 1 Level | EBn or CHQE | 25 | — | 10 | 1 | As Port (other)
| Port of Benghazi | Unblock 1 Level | Total 2EBn and/or CHQE | 100 | — | 50 | 1 | As Port (other) |
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