Froonp
Posts: 7995
Joined: 10/21/2003 From: Marseilles, France Status: offline
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quote:
ORIGINAL: sajbalk Should Lake Maricaibo in Venz. be invadeable? If WiFFE had been made to this scale, I'm sure it would merit a special straits rule, like Gibraltar, London, Istanbul, or the Baltic. Suggest either a new rule, or make it a geographically incorrect lake. I would not want to make it a geographically incorrect lake, because it wold look to much incorrect. First, I would like to point out that this is the same as in WiF FE, even at the Pacific scale, the hexes inside Maracaibo Lake, are invadable (there is an all-sea hexside). Then I would like to point out that it seems to me that this is not very realistic to imagine an invasion fleet crawling the 40 km long / 7-18 km wide strait of Maracaibo. Well, it is not realistic if we imagine a Gibraltar like fortification, with mines, nets and guns, but it may not have been the case of this strait, during WWII. I do not know. also, as a matter of fact, I can say that this strait and "lake" seems perfectly navigable, and that I actually did so, while Playing Sid Meyer's Pirate, and going plundering the rich cities that are on the shores down there. This said, I think it can be dealt in 3 ways in MWiF : A- Let is as is. Advantage : We are exactly like WiF FE (Invadable), AND nothing more is to be done. Drawback : This is not very true to reality (to be verified). B- Create a new rule restricting access to the shores of the hexes inside the lake, to the side who does not control the strait. I would love such a rule to exist, as it would be the more realistic. This rule could also applied to the Channel (England / France part of the North Sea) and restrict access to the shores that are west of Calais / Dover up to Brest to the side that do not control London (we play with such a house rule). It could also be applied to the Adriatic in a similar way. Advantages : It is the most realistic. Drawback : Steve is already saying NO . C- Have the hexes on the Maracaibo Lake shores be Not Adjacent to the Caribbean Sea. the Trick in MWiF is that, even if a land hex is physically adjacent to a sea hex, it is only adjacent to this sea area in game terms if you define this "adjacent" status in another CSV file. You say in this file "The hex at XX,YY coordinates is adjacent to Sea Area ##, and ## and ##". So, the "adjacent" status of the hexes on the shore of Maracaibo Lake could be removed from the "Adjacency" CSV file, and its done. Advantage : This stay realistic in terms of Geography, and in terms on invadability of those hexes. Drawback : I suspect that deleting the "Adjacent" status of land hexes that are physically adjacent to sea hexes, makes a dark blue line appear between the sea and land hex. This is ugly. But I suppose that the programming skills of Steve could overcome that ? Opinions ?
< Message edited by Froonp -- 10/10/2006 10:56:24 PM >
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