Europa Games and Military History

FAQ Tag: Naval Transport

Rule 14J: Stacking Transport Counters and Units on LC

Question:
What if the counter is on the LC with the units it wants to motorize? And what if the counter (and eventually the unit it wants to motorize) is on AT and still requires to be transferred to the LC for disembarking on the beach?

Answer:
In these cases, the unit/s and transport counters are stacked together and could move as one unit. The unit would pay c/m costs for disembarking and could move from the beach if it has sufficient MPs.

Source:
TEM 59/60

 

Rule 14J, Use of transport Counters during Exploitation Phase

Question:
The Allied player aims to execute some overrun in the exploitation phase after an amphibious landing, using a transport counter. Rule 14J requires the units to be stacked with the counter at the start of the phase, while the counter can disembark from the LC not before the start of the naval subphase of the exploitation phase. Does this mean that the allied player cannot use the counter to motorize the units already on the beach (those that executed the amphibious landing)?

Answer:
Correct. If the transport counter is on the LCs and the unit is on the beaches, they are not really stacked together and the transport counter may NOT motorize that unit. []

Source:
TEM 59/60

 

Rule 14J: RE Equivalent of Transport Counter carrying unit

Question:
When a transport counter (3 REs capacity) is carrying an infantry division, is it treated as having a 5 RE size for naval transport purposes or as having a 2 RE size (thinking the assets and men of the division are aboard of the truck and so are not occupying space on the ship or LVT)?

Answer:
A Transport counter is a separate unit and must be transported as a separate cargo load. So, using your example, the Inf XX would count for 3 REs and the transport counter would count for 2 REs (I RE, but doubled for being c/m). They are not considered to be a single unit.

Source:
TEM 49

 

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

 

NT to prohibited terrain

Question:

May a unit enter an otherwise prohibitive terrain hex via naval transport either by port or beach?

Answer:
in Europa, the answer would be the same for ports but different for beaches. In Europa (and TGW, for that matter), the definition of a beach is, “A coastal hex of any terrain type except mountain or prohibited” (sort of–see detailed discussion below) but WoR doesn’t include the “or prohibited”.

The use of a port in otherwise prohibited terrain I don’t see as all that different from using a rail line or road there, but using a beach in otherwise prohibited terrain seems a bit problematic.

I said above that the definition of a beach hex is, “A coastal hex of any terrain type except mountain or prohibited”, but that’s not exactly the full story. That wording only appears in SOS and WW; older rulebooks left out the “or prohibited” just as does the WoR rulebook, and WitD used “A coastal hex of any terrain type except mountain or salt marsh” instead. The thing is, in Europa, there’s not many prohibited terrain hexes that are coastal except for some salt marshes in WitD and some glaciers in SOS. In fact, I can’t think of any offhand (which doesn’t mean that there aren’t some; I’d have to go over all the maps in detail to be sure). In WoR, though, there are a number of intensive irrigation hexes that are coastal and therefore beaches, but they are also prohibited terrain for c/m and artillery units during the growing season. I don’t see a problem with allowing non-c/m non-art units to land there, but c/m units and artillery probably shouldn’t be allowed to do so.

The obvious solution would be to add the “or prohibited” to the definition of beaches in all the rulebooks. Since the intensive irrigation hexes are only prohibited terrain for certain units, that wouldn’t keep players from landing units there for which the hexes aren’t prohibited terrain.

Source:

Posted by David Stokes on the Yahoo Europa Mailing list on 17.03.2013 02:14.