Usage of Stores
Sept 26, 2014 2:18:40 GMT
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 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.
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 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.