Orm -> RE: Bob Flemin's MWIF AARse II The Sequel (12/28/2013 8:42:38 PM)
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ORIGINAL: warspite1 quote:
ORIGINAL: Orm quote:
ORIGINAL: warspite1 Right so my previous attempt having come to an unfortunate end, lets try another one. Optional Rules I am going to dispense with: Synthetic Oil Plants Fortifications 2D10 Land CRT Carpet Bombing Limited Overseas Supply Limited Supply Across Straits Oil Rules Saving Oil Resources & Build Points Food In Flames Extended Game Length Does this mean you play with the Construction Engineers optional rule? The most annoying option of them all? warspite1 Why is this annoying? Because with this option you need to send engineer divisions all around the map to repair factories and ports that has been captured from the enemy or otherwise damaged. And it can only repair one (hex) per turn. A real pain it is. Cut from RAC 22.4 Optional units: .... Construction Engineers You can only use an occupied or conquered red factory, after the first production step that you had an ENG unit (even disorganized) in that factory hex. [Clarification. This rule also applies to red factories that have been retaken by their original owner - Jan. 13, 1998.] Any major port you occupy or conquer is only a minor port until repaired. It is repaired after the first production step that you had an ENG unit (even disorganized) in that port hex. [Clarification. A single ENG can repair multiple items in a hex in the same turn (e.g., a major port and a factory) - Sept. 24, 1997.] Edit: 22.2 Factory destruction & construction .... MiF option 7: If you are playing with ENG units (see 22.4.1), you can’t repair a destroyed factory unless an ENG unit is stacked in the factory hex on the turn you pay to repair it.
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