Page 1 of 1
GS Fall of France Basics
Posted: Sun Aug 01, 2010 10:30 pm
by _Augustus_
Hello,
I've just started my first PBEM game. Here's a basic guestion regards fall of France. V1.06 Manual page 73. Are the last 3 bulleting points valid just for Occupied France? Or for Vichy cities, too? I assume the former but formating in the manual isn't 100% clear.
Thanks
_augustus_ //Now anyone out there would have not collected all the important charts from the manual as a newbie friendly easy to print quick reference sheet by any chance?

Re: GS Fall of France Basics
Posted: Sun Aug 01, 2010 11:33 pm
by rkr1958
_Augustus_ wrote:Hello,
I've just started my first PBEM game. Here's a basic guestion regards fall of France. V1.06 Manual page 73. Are the last 3 bulleting points valid just for Occupied France? Or for Vichy cities, too? I assume the former but formating in the manual isn't 100% clear.
Thanks
GS Player's Manual wrote:10.25. Vichy France - British & Axis Units in France
When Paris falls and France surrenders:
• Vichy France: British forces in France and in French territories that will become
Vichy France are destroyed. Axis units in newly created Vichy territories go into
the Axis player’s build queue, with the same number of strength points that they
had at the time of France’s surrender.
• Occupied France: British forces in the part of France that does not become
Vichy France will be surrounded by Axis-controlled territory, out of supply
except for British air units.
• An exception is if a British unit is occupying a French city. Upon France’s
surrender, a British-occupied city becomes British controlled and it will supply
British units that can trace a supply line to it.
• British transports and naval units in a French port when France surrenders will
be destroyed, unless:
• A British unit is occupying the port city at the time of France’s surrender.
The last three bullets apply to any conquered country, EXCEPT Vichy France. Any allied unit in any Vichy France hex, including Syria, are destroyed on the surrender of France.
_Augustus_ wrote:_augustus_ //Now anyone out there would have not collected all the important charts from the manual as a newbie friendly easy to print quick reference sheet by any chance?

I'll have to ask Alec. He pulled together and manages the GS player's manual.
Re: GS Fall of France Basics
Posted: Tue Aug 03, 2010 2:04 pm
by _Augustus_
Thanks for the quick reply. I'm in middle of digesting how all the game mechanisms work. So please forgive my possibly somewhat silly guestions. The GS manual is great but it's quite a cumbersome task to check between the GS manual(which might contradict itself at times?) and the vanilla game manual to find out how things work in GS. As it seems GS manual might not hold all the basic info. Yes, I realise GS is a fan based project and as a such has certain limitations to it and I wish to thank anyone who has worked on it. Please just please bare with me and my silly guestions okay

.
I take that all the units of a country are removed from play when the said country capitulates? Even those in another friendly nation's territory. So for example there is no benefit from evacuating, say, Belgian units to British Isles?
Thanks,
_Augustus_
Posted: Tue Aug 03, 2010 4:29 pm
by _Augustus_
Here's another one if you will. A bit off topic mind you regads the original topic, but it doesn't feel like the issue is worth its own topic really. How do the transport loops work exactly? Let's say an Axis player places a ship into a loop on his turn X. He gets an estimation of 1 turn. Let's assume the estimation materializes. Is the ship out of play for the Allied turn X or present for the the Allies to attack on turn X at the end of the loop ?
What are the estimated times for each of the loops anyways BTW?
_Augustus_
Posted: Tue Aug 03, 2010 7:59 pm
by Peter Stauffenberg
A transport loop time of 1 means that the unit will be available at the other side at the beginning of the next turn. It can then move on.
Re: GS Fall of France Basics
Posted: Tue Aug 03, 2010 10:26 pm
by rkr1958
_Augustus_ wrote:I take that all the units of a country are removed from play when the said country capitulates? Even those in another friendly nation's territory. So for example there is no benefit from evacuating, say, Belgian units to British Isles?
That is correct.
_Augustus_ wrote:Here's another one if you will. A bit off topic mind you regads the original topic, but it doesn't feel like the issue is worth its own topic really. How do the transport loops work exactly? Let's say an Axis player places a ship into a loop on his turn X. He gets an estimation of 1 turn. Let's assume the estimation materializes. Is the ship out of play for the Allied turn X or present for the the Allies to attack on turn X at the end of the loop ?
What are the estimated times for each of the loops anyways BTW?
Every loop in GS has an "estimated" time of 1-turn. With one exception, every ship or transport that enters a loop exits that loop at the end of that very same turn. So those units are visible to your opponent on their turn if they exit is, or comes within, their spotting range. The exception is if more than three units enters the Red Sea or Persian Gulf loop (from the Atlantic). In that case, they stack up and exit at the rate of 3 per turn (assuming the exit hexes are clear).
Re: GS Fall of France Basics
Posted: Fri Aug 06, 2010 4:51 pm
by _Augustus_
Hello,
Thank you for the replies again. The info was just what I was after.
No info regards a file containing the easy-to-print charts I take? I've pretty much printed the relevant charts by now. BUT. Such a file would had made my life as a rookie much easier diving into the game.
Another GS manual addition that might be useful (regards PBEM games at least) for newbies would be a mention of how you could check whether your opponent has set-up the game with the set-up you have agreed on upon and not made any, shall we say, mistakes.. I guess the question is most about handicap/difficult level. Yes, I do realize it's more of a guestion about the original game engine than the mod not displaying the set-up on the first turn for the second player, but if there is a way to check it, it would be an usefull addition to the manual.
(And just if my opponent on my first game is reading this I don't have any suspicion in that regard

)
Regards,
_augustus_
Posted: Fri Aug 06, 2010 8:55 pm
by pk867
Hi
for setup parameters see this post -
viewtopic.php?t=16547
scroll down and you will see the charts I made. it should be downloadable.
pk867