USSR Convoys - The end point?

PSP/DS/PC/MAC : WWII turn based grand strategy game

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_Augustus_
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USSR Convoys - The end point?

Post by _Augustus_ »

Here's one for the mod team,

I'm middle of playing my first game(1.07 installed for both players) as the Axis. The plan was to ambush the USSR convoys near Norway. The plan has failed in a sense. I've had convoys(movement 12) 13 sea hexes away from the "To Murmansk" hex. Yet they have reached the USSR for the next Allies turn(after the convoy phase).

So what is the exact condition of an USSR getting through and Allies getting the PPs the turn?

_augustus_ //Do convoys get screwed by OOP hexes at the northern map edge or is the "To Murmansk"-hex just for a show in the map or is it sometihng totally different?
ferokapo
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Same here

Post by ferokapo »

I have experienced something similar: I had subs right in front of the "To Murmansk" hex, blocking the way. A convoy ran into the SW sub, took damage, was transported back SW one hex (so far, so good) and then... immediately disappeared! I asked my PBEM opponent whether he had received the PPs from the convoy, and he said "yes".
Peter Stauffenberg
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Post by Peter Stauffenberg »

I think the code is made in such a way that being blocked near the destination hex will initiate sub battle, but the convoy will still be able to deliver the cargo. You need a double line around the destination port to prevent the cargo from being delivered. This is standard CeaW functionality and we haven't altered that.
_Augustus_
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Post by _Augustus_ »

Hi,

Good to know that blocking the Murmansk hex won't work (without manymany units that is).

My situation wasn't like this. The disappearing convoys had unblocked path from hex column 64. The Murmansk hex is at column 77. I assumed they wouldn't reach USSR just yet with their movement of 12 so there would be no need to try ambush and stop the convoy's movement because I'd still get to attack them near the Murmansk hex. Or so I thought. :)

Okay, so you haven't changed the procedure from the original game. Any exprienced players out there who happen to know how close to the Murmansk port hex counts as the convoy reached the port? Looks like getting next to the port is enough at least.

_augustus_ //who wasted pile of oil and lost attack possibilities by subs by chasing ghost convoys. Grrrr.
_Augustus_
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Post by _Augustus_ »

Hello everyone,

Setting up a good hotseat test to test all the possible situations proved a rather difficult task. Nevetheless it looks like hexes adjacent to the Murmansk port hex count as the convoy getting through. The convoy gets through even if is attacked in the hex adjacent to the port hex by a submarine unit. I guess this makes sense in a way because the port is an out of play hex.

Setup your single line of uboats 2 hexes away from the port hex and no double line is needed.

_augustus_
gchristie
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Post by gchristie »

Thanks for checking this, as I'm also seeing this happening outside of Halifax after successful Sealion. Will try your suggestion.
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