Lobster -> RE: Newbie questions (1/13/2019 1:54:07 PM)
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A simple search of the rule book has most answers. It sometimes doesn't have everything unfortunately. But it's the first place I go to. 8.4.1. Equipment Characteristics and Their Effects Engineering §§ Engineer Equipment: The equipment has an Engineering capability. §§ Major Ferry Equipment: The equipment can enter Super River or Suez Canal locations and can assist other units in entering this terrain. Special Capabilities §§ Police: The equipment reduces traffic congestion penalties at its location. 11.9.4. River Movement Costs Rivers and Canals (as opposed to super rivers or Suez Canal) normally add 2 to the cost of entering a location. There are exceptions, as follows: §§ Amphibious units are exempt from River Movement costs §§ If the total minor ferry capability in the location (including that of the moving unit) is greater than 20%, the moving unit is exempt from River Movement costs. §§ If the total minor ferry capability in the location (including that of the moving unit) is greater than 10%, the River adds only one point to the Movement Cost. Total Ferry Strengths less than 10% have no effect on River Movement. 12. Engineering 12.1. Demolition / Bridge repair (Advanced Rules) Any unit can blow bridges. This can be done at any time and at no cost. If the “New Bridge Rules” Advanced Rule option is ON then bridges may only be blown on locations that have a road/railroad that graphically crosses a river/canal. Otherwise, any location with both a road//railroad and a river/canal, even if they don’t graphically cross, is eligible to be blown. Only units with an Engineering Capability can build bridges, however. The attempt will consume the unit’s entire Movement Allowance for a Turn. The chance of success is equal to the unit’s Engineering Capability. 12.2. Ferry Support All Land units can cross Canals and Rivers at an additional Movement Cost. The presence of units with an Engineering Capability can reduce this cost, based on their corresponding Minor Ferry Capacity. See 11.9.4, River Movement Costs, for more information. 12.3. Major Ferry Support Land units cannot usually enter Super River or Suez Canal locations. Units that have a Major Ferry Capacity of greater than 10% have the ability to enter these locations and create temporary crossing points for other units. If the hex contains a blown bridge, a unit with engineering equipment can move into, or through, the hex and even attempt to make repairs. If a Scenario designer has placed an Anchorage (port) in the hex, this will allow Land (and Naval) Movement into and out of the hex as well. 19.1.1. Equipment Density Up to nine units may be grouped in any particular location, but in many cases this is a bad idea. Each location has a specific allowed Equipment Density: 50 + 2 x Scenario physical scale2 Scale Allowed Density 2.5km/hex 68 5km/hex 100 10km/hex 250 15km/hex 500 20km/hex 850 25km/hex 1300 50km/hex 5050 Any location with more than the allowed number of Vehicles or Horse Teams suffers from traffic jams (increased movement costs to enter). Any location with more than the allowed number of “active defender” equipment suffers from increased losses in the Event of combat.
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