Mziln -> Bug Report CWiF V0.7.66 (8/17/2004 7:10:28 PM)
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quote:
Overrunning naval units If a land unit from the other side moves into a port containing any of your naval units, they must rebase. Before they do, roll for each face-down or surprised naval unit there. If you roll a 5 or higher, you keep control of the unit. If you roll a 1, the enemy major power takes control of it until destroyed (option 46: partisans destroy naval units instead of taking control). Place it in the Repair pool. On a roll of 2 ~ 4, it is destroyed. (Options 9 & 28: Any carrier plane (and its pilot) suffer the same fate as a CV it is on.). With the units from the overrun hex that you keep control of, you must immediately make a return to base move (see 13.4.1) and then turn them face-down. They may not embark units during this move. They can be intercepted as they rebase and must attempt to fight through from the 0 box if intercepted. If they cant reach such a base within double their range (ignoring their movement allowance), destroy them instead. Example: Dainish naval units based in Copenhagen are unable to rebase if Copenhagen falls because they cant leave the Baltic Sea (but the Polish ships can [&:] ). So they should be destroyed. There is no option to destroy these ships because they can't rebase. There is no way to have the cursor let go of the ships. This effectively locks up the game. quote:
You only pay the normal terrain cost to overrun a hex containing only naval and/or aircraft units.
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