AA unit deployment/redeployment not as intended?

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Villain
Posts: 84
Joined: Wed Feb 23, 2011 6:10 pm

AA unit deployment/redeployment not as intended?

Post by Villain »


Hi Alvaro,
Just wondering if this AA deployment and redeployment is working correctly or has changed and the manual needs an update.

I've the latest manual: v1.00.09
Page 35
Anti-Air Defense—May be added to any hex. Up to 6 points of anti-air may be added to a hex. Anti-air points defend against any air attack.
After some testing it appears that AA units can only be placed in Ports, Fortifications, both Urban areas, Oil Fields, Synthetic Oil Plants, and Strategic Resource hexes that are controlled and in any form of supply at the start of the turn. Being adjacent to an enemy unit or in ZoC has no bearing on AA placement. In addition I’ve found that AA units cannot be placed in hexes where an Airfield or a Coastal Defense can be placed.
Page 76
Anti-Air—Anti-air values are a separate factor that fire before any air mission applies its damage. Each anti-air point has a chance to damage an air unit or carrier air factor. Anti-air in a hex adds to the anti-air value of a unit. Hex anti-air may be moved once placed if a land unit occupies the hex. The anti-air is moved to the deployment queue using some rail capacity. Neutral countries may build and place anti-air but not move it.
There appears to be many locations that are AA traps and once placed therein an AA unit cannot be redeployed. Eg. Most of the Siegfried line, the strategic resources at (150,58), (150,75) (175, 28), Lubeck, Kronstadt, The Strait of Bonifacio, The Kerch Straight, and more. Most of these locations are not connected by rail but oddly AA on islands can be moved which are not connected via rail either. Note: Being adjacent to an enemy unit or in a ZoC appears to have no bearing on AA redeployment as long as the hex is in supply via rail, unlike deployment which needs any supply.
Great game!
PS.
Sorry to bring this up and I hope it doesn't delay the next version...
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AlvaroSousa
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RE: AA unit deployment/redeployment not as intended?

Post by AlvaroSousa »

Never be sorry for addressing conflicting issues. It's important. Writing rules for this complex of a game isn't easy and the help is immensely appreciated.

Thanks for that catch. Originally it was but that proved too powerful. So it was changed to only resource hexes.

Yes some locations, your boned and have to choose wisely.

Already fixed in the manuals for both games.

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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scout1
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RE: AA unit deployment/redeployment not as intended?

Post by scout1 »

ORIGINAL: AlvaroSousa

Never be sorry for addressing conflicting issues. It's important. Writing rules for this complex of a game isn't easy and the help is immensely appreciated.

Thanks for that catch. Originally it was but that proved too powerful. So it was changed to only resource hexes.

Yes some locations, your boned and have to choose wisely.

Already fixed in the manuals for both games.


Side note, sure would be helpful to redeploy AA units WITHOUT needing a land unit on the original hex to do so .....
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AlvaroSousa
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RE: AA unit deployment/redeployment not as intended?

Post by AlvaroSousa »

too strong
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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