Hard Amph/Evac Rule ?

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E6Jarhead
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Hard Amph/Evac Rule ?

Post by E6Jarhead »


Ok..so what does this rule actually do?

882,0,Hard Amph/Evac Rule 0=no, 1=yes

Thanks!
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E6Jarhead
Posts: 29
Joined: Sun May 31, 2015 10:26 pm
Location: Hendersonville, NC

RE: Hard Amph/Evac Rule ?

Post by E6Jarhead »

Any takers on this one?
Th only reason some people are still alive is because it is illegal to kill them!
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ernieschwitz
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RE: Hard Amph/Evac Rule ?

Post by ernieschwitz »

I believe it has to do with the chance that a fleet can retreat from a hex being conquered by land forces... I never used it, so this is only from memory, of some info i read at some point.
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Vic
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RE: Hard Amph/Evac Rule ?

Post by Vic »

It has to do with loading/unloading a unit.
With 'hard' on it means a unit must have more than 0 AP in order to be loaded or unloaded from or on too a cargoship IF it is not in a port hex. When 'hard' is used also all AP are lost upon loading a unit

Rulevar(880) does the same (though in reverse 0-1 wise) for unloading or loading at a port hex.

Rulevar(881) specifies is all AP is lost when leaving a port.

Together these rules enable you to build in a delay for amphibious operations. Making sure a unit is at least one turn out in the seas before making an amphibious attack. Allowing for an opponent to attacking it with naval superiority for example.

best wishes,
Vic



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