Europa Games and Military History

FAQ Tag: 12

Rule 12: Tracing Supply for Units loaded on Naval Units

Question:
If units start a turn loaded on transports in port, are they in supply? This is significant, because if the answer is yes, then Allied troops can start the game loaded in transports for a turn 1 invasion of southern France (the extra 30 NMPs are needed.)

Answer:
Units embarked upon ships trace supply by the normal rules, so if they are in a port hex and the NT/LC is in port (not at sea in the hex) then, yes, they are in supply. Note also that for your first turn invasion, the units and NT/LCs they are embarked upon could be set up in the North Africa Holding box at start, they needn’t be deployed at separate ports on the map. Also note that since they are already embarked, port capacity is not an issue; all of your NT/LCs, along with anyone they are transporting, could be placed, for example, at Bougie during the initial phase and carry out their invasion from there. The fact that Bougie is only a minor port is immaterial. Note also that any units embarked upon NT/LC could remain in the North Africa Holding Box, or any on-map port, and remain in supply from turn to turn, indefinitely.

Source:
TEM 49

 

Rule 12: Are ground units on ships in supply?

Question:
Are ground units on ships in supply?

Answer:
The regular supply rules govern the supply of ground units, even when they are embarked on board ships. Note that in some cases units will become unsupplied when on board ships. For example, a unit embarks upon a NT and ends its turn at sea. In the next player turn, the unit becomes out of supply, since there is no way it can trace a supply line to a supply source. If the NT is in port, however, then an embarked unit on board may be able to trace supply, per Rule 12.

If this seems a bit odd, it works this way to prevent game abuses, such as embarking units on ships to establish a permanently-in-supply “floating reserve” or other silly things.

Source:
TEM 38/39

 

Rule 12: How long does a turn out of Supply last?

Question:
Does a turn out of supply in SF consists of two player turns?

Answer:
A turn out of supply in SF is one game turn, consisting of an Axis player turn followed by an Allied player turn.

Example: An Italian unit is put out of supply during the Jul I 43 Allied player turn. When supply is checked during the initial phase of the Axis Jul II turn, that Italian unit is noted as being out of supply and gets a U-1 marker (I use red for Axis turns).

During the Allied Jul II player turn the unit remains out of supply.

The Italian unit has now spent one turn out of supply (Axis and Allied player turns). If, during the Axis Initial phase of Aug 1, the Italian unit is still unsupplied at that time, it will be marked with a U-2 marker and is affected by all effects of being U-2’d from that instant on, until it is no longer unsupplied, is eliminated or (during the Axis Aug II initial phase) is marked with a U-3 marker for remaining out of supply.

Source:
TEM 59/60