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Syracuse Trigger Map

 
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Syracuse Trigger Map - 2/20/2021 4:38:40 AM   
OldCrowBalthazor


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Got tired of triggering Italian mobilization accidentally by getting too many ships within 12 hexes of Syracuse....unless I want too that is ...

so I made a players aid for the Allies. I have this image on a tablet to refer to when I'm moving Allied naval assets in the Mediterranean before the Italians join the fracas.

Note:
- Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).








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< Message edited by OldCrowBalthazor -- 3/30/2021 4:13:31 AM >
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RE: Syracuse Trigger Map - 2/20/2021 5:22:03 AM   
OldCrowBalthazor


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A closer look. Allied naval commanders have to be careful moving and stationing ships too far out from the port of Marseille. Even stationing ships in Corsica can get Mussolini in a tizzy fit if there are too many Allied ships elsewhere within this so called 'Italian exclusion zone'.

Note:
- Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).







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< Message edited by OldCrowBalthazor -- 3/30/2021 4:14:07 AM >

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RE: Syracuse Trigger Map - 2/20/2021 10:28:59 AM   
MrTomnus


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Very useful map, thanks Old Crow!

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RE: Syracuse Trigger Map - 2/20/2021 1:46:02 PM   
USGrant1962

 

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I assumed that "within 12 hexes" is inclusive of 12. I read your sketch as within 11 hexes, which would be an improvement. 10 hexes makes sense to me as it does not include the French ports at Corsica and Algeria.

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RE: Syracuse Trigger Map - 2/20/2021 2:38:52 PM   
calcwerc

 

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This one should be on the game map, with tooptip, like american neutrality zone

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RE: Syracuse Trigger Map - 2/20/2021 3:07:30 PM   
ThunderLizard11

 

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Nice thanks for the effort!

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RE: Syracuse Trigger Map - 2/20/2021 10:10:58 PM   
OldCrowBalthazor


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I edited this to show the Amphib trigger lines.(in orange) with numeric markers. USGrand1962's post made me scramble to see if my lines were correct per the rules. They were but in was hard to count off the hexes from Syracuse Port...which I count as hex 1. So, if a ship is on hex 12, as shown on this image, and counted back to Syracuse Port...the ship is within the trigger zone.

Note: There are 5 Allied ports within this trigger zone...so, if all the ports are full, and you have 2 ships at sea within the yellow lines at the end of your turn, you have one to many....unless you want to poke at the Italians because of some nefarious stratagem :)

cheers!





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< Message edited by OldCrowBalthazor -- 3/30/2021 4:16:17 AM >

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RE: Syracuse Trigger Map - 8/13/2021 6:32:42 PM   
Cpuncher

 

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quote:

ORIGINAL: OldCrowBalthazor

Got tired of triggering Italian mobilization accidentally by getting too many ships within 12 hexes of Syracuse....unless I want too that is ...

so I made a players aid for the Allies. I have this image on a tablet to refer to when I'm moving Allied naval assets in the Mediterranean before the Italians join the fracas.

Note:
- Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).









Edit: see my post below.

< Message edited by Cpuncher -- 8/14/2021 3:17:00 AM >

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RE: Syracuse Trigger Map - 8/13/2021 8:01:33 PM   
OldCrowBalthazor


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Algiers shouldn't be a trigger for Italian mobilization. Here's a quote from Bill [It's in the War Room].

Bill: ["The scripts actually check for units being within the relevant distance of Syracuse port at 104,60, not the city, so the port of Algiers isn't a trigger for the scripts to fire."]

I'm not sure what happened to you Cpuncher. Let me look at this again because it seems your wrong about Algiers.

I had it included in an older version and Bill corrected me on that. Basically..Syracuse Port hex should be counted from out to in. e.g. Any ship WITHIN 12 hexes of Syracuse Port So...the interpretation of is Syracuse Port [1]...mainly because of the guidance I got as illustrated by in the above quote.

I already had revised the maps upon Bill's suggestions concerning the rule.... and they accepted it.
If this needs to be fixed..so be it. Maybe a clarification from the Dev's would help with this matter.


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< Message edited by OldCrowBalthazor -- 8/13/2021 11:28:05 PM >


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RE: Syracuse Trigger Map - 8/14/2021 5:12:56 AM   
Cpuncher

 

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Took another look, and I believe the problem is that the distance needs to be counted continuously over water hexes, and land hexes will block it. It's the same as if you have to sail a ship 12 hexes from Syracuse port (I suspect the coding is done with the same algorithm). So I created the following map here, including the lines for the 20 hex for the transports. So OldCrow is right here that Algiers port is not within 12 hexes of Syracuse port, but that is caused by the land hex of Syracuse city. On the east side, the French CL in the image will be counted as the 7th ship and will cause the trigger(just tested it in hotseat), but according to OldCrow's map it shouldn't.

As far as I know in all the scripts, when it says 1 hex from a location, it means all the hexes adjacent to it, the location itself is always 0 hex from itself.

Please do some testing with this map now, especially the spots that are different from OldCrow's map. Hopefully this map here now is accurate.




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RE: Syracuse Trigger Map - 8/14/2021 9:14:49 AM   
OldCrowBalthazor


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quote:

ORIGINAL: Cpuncher

Took another look, and I believe the problem is that the distance needs to be counted continuously over water hexes, and land hexes will block it. It's the same as if you have to sail a ship 12 hexes from Syracuse port (I suspect the coding is done with the same algorithm). So I created the following map here, including the lines for the 20 hex for the transports. So OldCrow is right here that Algiers port is not within 12 hexes of Syracuse port, but that is caused by the land hex of Syracuse city. On the east side, the French CL in the image will be counted as the 7th ship and will cause the trigger(just tested it in hotseat), but according to OldCrow's map it shouldn't.

As far as I know in all the scripts, when it says 1 hex from a location, it means all the hexes adjacent to it, the location itself is always 0 hex from itself.

Please do some testing with this map now, especially the spots that are different from OldCrow's map. Hopefully this map here now is accurate.




I'll be damned! I think you are right.

The rule then should of said 12 [SEA] hexes from Syracuse Port, not 12 hexes. I went off the exact letter of the description...so counted off in a straight line from the Syracuse Port in a straight line (as the crow flies..couldn't help myself there), and posted it after another version that was off a bit and was deleted.

I thought that the straight line count was some kind of abstraction like an air radius...or something similar. (Kind of like the Guadalcanal air interdiction of Australia abstraction-no planes necessary). Well, if its sea hexes to count...that makes sense too. (Naval Intel, Patrols, Reports from fishermen and friendly merchant ships etc), as a trigger to the Italians.

I'm surprised Bill didn't catch that and told me before they used it for the Strategy Guide. Oy!

Well...let me test it too, but I believe your test Cpuncher. I am surprised it took this long for someone to catch this. I wonder how many matches got skewed because of this.

I'll make a new map after I make some tests and this proves valid.

o7

< Message edited by OldCrowBalthazor -- 8/14/2021 9:22:34 AM >


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