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Double adjacency rule, fort vs fleet battles and decision cards
Posted: Fri Apr 25, 2014 7:46 pm
by RebelYell
This rule limits them from happening and makes both forts and fleets redundant in situations they should not be.
Is it possible to make a decision card for both forts/redoubts and fleets that initiates an artillery bombardment?
Also forts and fleets could have the possibility to be restrict their bombardment force with the use of ROE buttons?
Is this possible?

Posted: Fri Apr 25, 2014 8:23 pm
by minipol
It should just be fixed instead of trying to fix it with RDC
Posted: Fri Apr 25, 2014 8:33 pm
by RebelYell
minipol wrote:It should just be fixed instead of trying to fix it with RDC
That woudl be best but why isnt it in this version already if it is simple?
Posted: Fri Apr 25, 2014 10:40 pm
by minipol
True, it think Athena secretly loves the rule and laughs at us when we get bitten by it
Posted: Sat Apr 26, 2014 12:34 am
by Jim-NC
I can say it's not that simple. We had a discussion about forts in alpha and beta testing. Since a region is so large, there is the possibility that a unit can just enter the region, but get nowhere near the fort. How do you abstract that? Several testers hated the rule, as in some instances, it means your troops will never fire on ships, and in others they will be able to move and follow the ships for miles, attacking the entire time (I guess they fire from the train or something). As an example of the second sort of behavior, place some artillery in a fort at Padaucah KY. You can shoot ships 2 or 3 times in a row (try moving ships from the Ohio river to the Mississippi, and onwards to Island #10 - see how many times the "fort" shoots at you). That makes no sense either. This was the best compromise we could come up with.
The real life example for me would be Ft. Fisher. The fort sits about 25 miles south of Wilmington. If a federal force was in the sea zone next to Ft. Fisher, they could land troops 15 miles away from the fort, and then march there or into Wilmington. The sea batteries would do nothing, and never get the chance to engage the ships.
Posted: Sun Apr 27, 2014 12:16 am
by GraniteStater
The DAR, like Frontage, makes my head hurt. I've had it explained before & think I understand, but am unsure.
Could some kind person here explain it again?
Posted: Sun Apr 27, 2014 12:36 am
by Jim-NC
I don't know about kind, but here goes:
To fire on ships, the ships must "move past" the guns of the fort. This is represented in the game by ships having to move from 1 region next to the fort to another region next to the fort. For example, Island # 10 can attack ships, as it touches both Reelfoot Lake, and Obion Confluent. Thus ships that move into Reelfoot Lake are not attacked, but ships that move from Reelfoot Lake to Obion Confluent (or move the other way) are attacked by artillery in the fort. This is why Ft. Pillow can also fire on ships, as it touches Obion Confluent and Hatchies Confluent.
Posted: Sun Apr 27, 2014 12:55 am
by GraniteStater
Thx, that's what I thought, you have to cross a water Region's boundary with another Region.
Now my head is better.
Posted: Sun Apr 27, 2014 2:07 pm
by minipol
GraniteStater wrote:
Now my head is better.
The jury is still out on that

Posted: Tue Apr 29, 2014 3:17 pm
by The Red Baron
Another caveat: forts will attack your fleet when they move into/out of harbors whose exit points lie along the water regions touched by the fort; e.g. I had my fleet pounded numerous times when entering and leaving the harbor at Columbus, KY from Reelfoot Lake. I was surprised. I didn't realize the engine treats harbors as regions for the purposes of the DAR.