[WarInEur] More on Ploesti
Kent & Sue Haunschild
kentsue at cox.net
Thu May 1 08:05:10 EDT 2008
If you read my earlier email on the List the "rules" are identical between SPI and DG the problem is the two DG clarifications one of which says Transportation Hits don't count and another which says they do. So even the DG clarifications contradict each other.
I think the problem arose because CWIE1 had a flaw. The error, which Greg has freely admitted and pointed out on the List numerous times, was that he interpreted a Transportation Hit as being more devastating than a RC or MC hit and replaced a hit of the previous type with a transportation Hit and ignored a MC or RC Hit if a T hit already existed. However, a T hit is much easier to repair than either a MC or RC hit. The result was runaway Axis production because the SB campaign was ineffective.
This flaw was compounded when DG made their revision because there was a lot of input from gamers on the List whose only experience was with the computer version. In their view something had to be done to curb the Axis production because it was clearly out of control, but they failed to realize that correcting the code error and allowing Hits of both types each of which had to be repaired independently of the other would correct the problem all by itself.
At least that's my belief. I really see no justification for the "clarification: because it directly contradicts the rules that say a transportation hit on one target has no effect on other targets in the same hex for the purposes of production. Even the mechanics of the production process bear this out. "If the Hit is effective he places a marker on the Map Hex or the Production display." (or both)
I also think there is a misunderstanding about the T hit. When a T hit occurs a Manufacturing Hit marker or a Resource Hit marker would be placed in the appropriate box on the production display and a Transportation Hit marker would be placed on the map.
This Transportation Hit is "an incidental effect of strategic bombing and while a hex suffers such a result it cannot be used for rail movement in the following four game turns, nor may supply be traced through it." These are two separate hits. A Transportation Hit against a MC would cause two markers to be placed, one on the production chart showing the MC was damaged and the other on the map showing the rail line was blocked. Both of which would need to be repaired separately, and independently of each other. So, it is possible to repair the MC but still leave the T hit in place or vis versa. A RC repair is unique in that it repairs both the RC and the T hit.
Kent
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