Froonp
Posts: 7995
Joined: 10/21/2003 From: Marseilles, France Status: offline
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ORIGINAL: ullern Problem number one is what the words "could transport a resource to it " means. Problem number two is what happens if the factory is later captured, destroyed, or it's impossible to take a resource at end of turn. Problem number one first: A fairly normal situation in China is that China still got Kunming, but the only way to transport resources to Kunming is via the Burma road. And for this example: say that none of the allies are willing to lend China any resources. I would claim that the Kunming factory is still usable with the above definition, because Commonwealth can lend it’s Burma oil to China. That CW didn’t choose do so this turn is none of the concern for the axis. The rules say the factory is usable if the “side” could transport a resource to it. And the allies can if they want to. I don't know why you call this problem number one. I agree that Kunming is "usable", and see no problem with that. quote:
Another example of problem number one, which might have a different ruling than the previous example: Say USA did lend a resource to China, but the CP needed to transport the resource is still in port in Manila. This is sort of the same issue up above. Because the Kunming factory could produce if another country on the same side sent out a CP - a single naval move. (If you rule that the factory is usable in this situation, you have to consider ruling it usable if there is a CP anywhere on the map that would allow the resource to be transported.) Same. No problem here. Kunming is still usable. I'd even say it is usable even if there is no CP, if China can send a RP to it through its rail network / Burma Road, but prefer to send the RP elswhere. quote:
So the question is what does the words "could transport a resource to it " mean. The fact that the rules doesn’t allow you to change lend lease during the “implementing actions” it that enough to make it unusable. Could if the other side moved some units, as of right now? I think that the problem is not there. The "could transport a resource to it" was added to explain what a functionning factory was. The question is what is a functionning factory. A functionning factory is a factory that is not destroyed, not surrounded by enemy, that is, a factory that could have produced if enough RP were available and one was sent to it. This part was added to prevent the German to say to the CW player "hey, the Lille factory does not receive an RP, so bombing it is useless". If the Lille Factory is repaired, and not isolated from the rest of German controlled territory, it is "usable". quote:
Problem number two: Simple example: A factory is strategically bombarded, later it is captured. The first owner still looses the production point, and later looses the factory so he looses two production points in this example. (Actually this example is really not under any discussion at all for this is clarified in the rules: the rules states that production points lost in strategic bombardment “will be lost from the factory owner’s production point total for the turn.”) More advanced example: Russia: In this example the only resource that can be transported to the Krasnodar factory is the oil two hexes east. First the German strategically bombs Krasnodar. USSR looses a production point from the total. Later the German strategically bombs the oil resources. Now the factory is no longer usable, but it was when it was strategically bombed, so the production point lost is still lost. Conclusion The above example shows it’s possible for a country to get a negative number of production points. (Some of the rules needs to be clarified though.) The rules do also not state what happens when a country gets a negative number of production points so this does also need clarification. Well, I disagree. Negative PP can't happen, production can't be lower than 0, let's call it common sense. quote:
A relevant example of the last point: In this game France has already lost Metz and Algeria, and the Italian have ZOCed the resource in the alps leaving France with four resources in France. But at that point the front has temporarily stopped. The French are strategically bombarded and looses a total of six production points. Now there are only four usable resources in France, but France does also have the Senegal resource, the Iraq oil and the Indo China resource. And all these are linked by CP, so France can have seven production points if she wants to, minus six = one. But as always the number of CP at sea are too few for the allies, so at end of turn the CW and French agree that CW can use all the CPs for resource transportation. Leaving France with only 4 -6 = minus 2 production points. But in addition the CW did lend both a resource and a three BP to France. The CW looses the resource anyway, but CW sends the BP to France. Now France have -2 production points and receives 3 BPs, what happens? France has 0 PP, why would you want France to have -2 ??? quote:
With all the above examples you may think anything is allowed. That’s not the case: Say you tried to destroy a factory with strategic bombardment. You didn’t destroy it, but the production points in the hex are lost. You spend a HQ to unflipp the bombers to try a second round in the same turn. “BEEP!” Not allowed! This is stated two places: Most clearly it’s stated in one of the later paragraphs of the 11.7 rule “You can’t lose more production points in a turn than there are usable factories in the hex or more oil than there are oil resources there.” But it’s also stated in the first paragraph of target hexes: “A factory is usable if the controlling side could transport a resource to it and, if they did, it would produce a production point.” This means that this factory has been put down to rubble, by having all its PP destroyed, but that the enemy can keep on bombing it if he wants, as it is still a valid target. Same as ground striking a hex where there are 2/3 units flipped. The one already flipped can't be flipped again. There is no problem here neither. quote:
The last part of that sentence is of course also important. A factory that is already successfully strategically bombarded would not produce a production point if a resource is transported to it. So that means the factory is considered not usable with this rule. The rule clearly states that only usable factories and oil resources can be targets, so this protects the factory from further bombing raids until next turn. (What if the hex contained two factories and one of them isn’t usable because it already lost a production point to strategic bombardment, but the other factory is usable. Are both factories lost if you get two ** on the result table?) Just my two cents ... err ullern, I want to try what you are smoking (no offense meant, I'm just kidding ) To sum up, I'd say I see no problem here. Sure, the rule could add detail about PP not being able to go negative, or more details again, but, hey, if the rule was that detailed for everything, it would be 1,000 pages long . Harry tried to detail what a usable factory was, and here we are, arguing about the explanation. I say, think simple.
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