Inherent Unit Portage (Gas tanks, haversacks, etc.)
Oct 26, 2014 1:07:54 GMT
Post by Michael Miller on Oct 26, 2014 1:07:54 GMT
Summarizing, we agreed on the below. Currently, no differentiation is made amongst the various types of HQs, e.g., Tank HQs though we discussed raising their fuel rates to 2 or even 3 for Commonwealth to reflect greater usage by tanks and various other heavy gear.
As written:
[49.12] Every vehicle in the game consumes fuel when it moves, except where specifically noted, (e.g. desert raiders and patrols among others, have slightly different rules.) Fuel users include HQs with non-parenthesized TOE Strength Points and all gun class units. They do not include motorcycles or the towing of tanks and trucks back to repair facilities.
So non-parenthesized strength HQs are definitely included, but the parenthesized variety (which show up in the spreadsheets as RED) don't seem to be mentioned at all. Awkward again, but since they are not part of the "do not include" clause, I infer that they should be included. Recommend updating the case to include cross references, such as below:
[49.12] Every vehicle in the game consumes fuel when it moves, except where specifically noted, (e.g. patrols and desert raiders among others, have slightly different rules, see 16.0 and 27.0). Fuel users include HQs having both non-parenthesized TOE Strength Points and a CPA of greater than 10, and all gun class units. Motorcycle-based units (see 3.3), and towing of tanks and trucks back to repair facilities (see 21.65), do not require fuel in game terms. Fuel consumption rates are shown in charts 4.47, 4.48 and 4.49 (tanks and guns), and chart 54.2 (trucks).
Recommend adding rule to consolidate scattered and vague references to unit carrying capacity as below.
[54.2] SUPPLIES CARRIED BY COMBAT UNITS
Combat units have very limited organic carrying capacity, consisting only of ammunition points sufficient for the highest usage activity to be performed once (e.g., Barrage > Anti-Tank, Anti-Aircraft > Close Assault; see 50.17). No Fuel (see 49.2), Water (see 52.45) or Stores (see 51.15) are considered carried except by placement in attached trucks.
As written:
[49.12] Every vehicle in the game consumes fuel when it moves, except where specifically noted, (e.g. desert raiders and patrols among others, have slightly different rules.) Fuel users include HQs with non-parenthesized TOE Strength Points and all gun class units. They do not include motorcycles or the towing of tanks and trucks back to repair facilities.
So non-parenthesized strength HQs are definitely included, but the parenthesized variety (which show up in the spreadsheets as RED) don't seem to be mentioned at all. Awkward again, but since they are not part of the "do not include" clause, I infer that they should be included. Recommend updating the case to include cross references, such as below:
[49.12] Every vehicle in the game consumes fuel when it moves, except where specifically noted, (e.g. patrols and desert raiders among others, have slightly different rules, see 16.0 and 27.0). Fuel users include HQs having both non-parenthesized TOE Strength Points and a CPA of greater than 10, and all gun class units. Motorcycle-based units (see 3.3), and towing of tanks and trucks back to repair facilities (see 21.65), do not require fuel in game terms. Fuel consumption rates are shown in charts 4.47, 4.48 and 4.49 (tanks and guns), and chart 54.2 (trucks).
Recommend adding rule to consolidate scattered and vague references to unit carrying capacity as below.
[54.2] SUPPLIES CARRIED BY COMBAT UNITS
Combat units have very limited organic carrying capacity, consisting only of ammunition points sufficient for the highest usage activity to be performed once (e.g., Barrage > Anti-Tank, Anti-Aircraft > Close Assault; see 50.17). No Fuel (see 49.2), Water (see 52.45) or Stores (see 51.15) are considered carried except by placement in attached trucks.