Hard Amph/Evac Rule ? (Full Version)

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E6Jarhead -> Hard Amph/Evac Rule ? (6/4/2015 1:08:18 AM)


Ok..so what does this rule actually do?

882,0,Hard Amph/Evac Rule 0=no, 1=yes

Thanks!




E6Jarhead -> RE: Hard Amph/Evac Rule ? (6/7/2015 1:54:29 AM)

Any takers on this one?




ernieschwitz -> RE: Hard Amph/Evac Rule ? (6/7/2015 9:27:43 AM)

I believe it has to do with the chance that a fleet can retreat from a hex being conquered by land forces... I never used it, so this is only from memory, of some info i read at some point.




Vic -> RE: Hard Amph/Evac Rule ? (6/8/2015 6:22:23 AM)

It has to do with loading/unloading a unit.
With 'hard' on it means a unit must have more than 0 AP in order to be loaded or unloaded from or on too a cargoship IF it is not in a port hex. When 'hard' is used also all AP are lost upon loading a unit

Rulevar(880) does the same (though in reverse 0-1 wise) for unloading or loading at a port hex.

Rulevar(881) specifies is all AP is lost when leaving a port.

Together these rules enable you to build in a delay for amphibious operations. Making sure a unit is at least one turn out in the seas before making an amphibious attack. Allowing for an opponent to attacking it with naval superiority for example.

best wishes,
Vic







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