You know, that extra Finn faction came from the coastal defense ships problem.
Quick history. I thought this scenario up when I read a reference to an air raid on Turku. I had wanted to do a naval scenario for this campaign, and this is as close as I could come, reading about those icebound ships defending Turku with their AA guns. So I included them for the player in an air raid scenario.
Then came the problem of being able to repair the ships with RPs while in port. That was no good because they are targets that the planes are supposed to save and merely repairing them defeats the purpose.
I couldn't let go of the docks and piers - all city waterfronts have docks and piers - so the solution was to put the ships under AI control.
Next came the suggestion that it would be much more fun if the player could control the ships. Frankly, I agree with that.
So that is when I got the idea of having two Finland factions under human control, one with RPs and one without, so that the ships could be handled but not repaired. Well, we see how that idea worked out in a campaign environment.
But guess what? I had the answer in front of me the whole time. Port hexes by themselves don't make a port. A port hex and a village/town/city hex next to it make a port at which ship repairs can be made:

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So, how did I have the answer in front of me the whole time? Because there never
were any village/town/city hexes next to the port hexes in question. Not from the beginning:

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So, there never was a problem.
I am beside myself over this:

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Quick question. Why is it that I put myself through all this exertion and frustration? Do you have the answer to that, Gabe?
