brian knipple - 04:53am Dec 22, 1998 PST (#281 of 284) I will attempt to answer the "Buncha questions on GWAS:" 1. Can transports land in Storm or Gale? Squall? Yes. The rules do not limit landingbased on weather. I prefer to not allow the landing. What if they can't? Can they replan the mission in case the weather improves? Any weather-delayed landing can still be made. The weather merely makes the fleet mark time ans stand until all transports are unloaded. 2. The rules (8.61) indicate that ships without guns ignore primary and secondary hits. Does this apply to transports/colliers/merchants etc? (It shouldn't, as these are still big targets). This rule does apply. Tertiary and Hull hits still sink the ships. One reason this is the case is that the number of hull boxes is so few for one of these ships and usually a single hull hit does it. 3. 5.25 Creating new fleets. Not quite sure on the mechanics of this. On turn 10, I plot that a fleet will split on turn 12. Do I also plot a hex of movement if desired? Do they split before or after they move, or is it my choice? For example, could I split the fleet and have one of the new fleets move to one zone and the other to another? Or do they move into the next zone and then split? Or is splitting all they can do? If the fleet separates into two fleets prior to movement (you plot), movement ofd the two fleets occurs after the split. Can fleets with a transport mission divide? If plotted when all fleet movement is plotted. 4. 5.22 Combining fleets. The way I understand it, the fleets are combined at the start of the orders phase, not at the end of the phase where they move into the same zone. So, for example, if on turn 11 two fleets move into the same zone, they are not considered joined until the orders phase of turn 12. True. 5. When using the advanced tactical rules, there appears to be no benefit in having an escort fleet as opposed to having an intercept fleet in the same zone as the transport fleet. In either case, both fleets are placed on the tac board and move. Or is the escort fleet merged with the transport fleet for purposes of movement on the tac board? The two fleets are merged. The Advanced Tactical Rules give players more leeway and make the escort mission less important. 6. Also on the tac board, there should be some negative modifier for firing torpedoes at the front or back of a ship (ships are harder to hit with torpedoes at that angle). We haven't gone to that level of detail (yet). 7. Also on the tac rules, I'm not sure what the "50% (RU)"*note in the Facing diagram means. Specifically, what does the (RU) mean? (Russian, obviously, but is this note implying that only Russian vessels are affected? I think not.) Already discussed "Round Up". 8. Also, for the German and British vessels, I presume that's 75% in both the bow and stern. Yes. 9. On the spotting table, there's a -1 mod listed for "DD/TB only." Is that if DD/TBs are the ships doing the spotting or if DD/TBs are the ships spotting? Ships being spotted. 10. If two fleets meet on the tac board, but no contact is made, do they still roll for fuel? No. Reaction to the enemy fleet is required for the fuel expendature to occur. If the battle continues over multiple turns, do you roll for fuel each time? No. Roll only once. (I would add that the provision having ships roll a die at the conclusion of combat and losing that number of fuel marks is a bit extreme. A DD with two fuel boxes can lose 25% of its fuel as the result of a single round of combat. Even if it moves at the 1S rate. Maybe halve the die roll?) If you wish. 11. 7.38 Never quite understood this one (the requirement to move one zone less than plotted after a long battle). Mainly because after a battle, you get to replot anyway. So you can change to whatever you want. Also, if you plot to move 1 zone, you move none, and then immediately have to replot what you just plotted! (For example, a fleet was plotted to move to V21 on turn 10 and V22 on turn 11. On turn 9, it engages in combat, which lasts two rounds. At the end of the combat, I plot to move to V19 and then V18. I immediately have to drop the movement to V19, and replot the V19 move to turn 11. This is weird. x You are correct for fleets with Intercept missions. For others the delay is important because they must continue the mission (incorporating the delay) or abort. No other choice is available. Besides, if my opponent also plots a single zone move, we wind up in the same zone and have to check for contact again - even though combat is completed. Yes, this is the case. (The Advanced Tactical rules - god bless 'em!) open up a whole new can of worms in this regard, which I won't deal with until they come up ;-) AT least it fixes this problem rather well. 'Course, determining where the fleets are at the end of a round of combat can get a bit dicey, but hey, it's doable in a friendly game! 12. Oh, yeah, as a final note - if it's not too late, can you add hex numbers to the hexes on the tac board? Would facilitate email play greatly. Afriad many boards sit in the warehouse awaiting the many naval games currently being constructed at the Avalanche Press Shipyards (hey, one of us is actually a shipyard employee).