- --- In email@example.com, "paulderynck" <pderynck@...>
> With the clarification that it is the port that needs to be in
> and also trace to the oil, I withdraw my disagreement.Oops, sorry, I didn't see this message when I posted my last.
> Even simpler!
> --- In firstname.lastname@example.org, "spjacobi" <spjacobi@> wrote:
> > --- In email@example.com, "swang30" <sw30@> wrote:
> > >
> > > Why not oil only? units at sea are already supplied.
> > >
> > > Jeff
> > He suggested a rules change. This would require ships at sea to
> > at end of turn to have been able to return to base to a port thatis in
> > supply. Quite sensible.
> > Steven Jacobi
- The implied rule here is the only thing that can be spent is those oil
sources traced to. Obviously this got lost some where. That is the
implication of if 3 units trace to one you have to spend that one, see the
Thus if you have 5 saved resources and 2 synth oil in japan and trace 14 oil
dependant units (2 to each oil) ypou would spend 3 oil of those traced to.
Someone forgot this in the rule set currently out, this was always
understood by those of us that used the rule.
Admittedly I've been playing the game since version 2.0 so I have seen alot
of these rules evolve.
MAybe I'll win the Lottery someday and buy the rights for this from Harry
and redo all the rules, form an island in the south pacific of course:)
----- Original Message -----
From: "fredrik_bonander" <fredrik_bonander@...>
Sent: Wednesday, August 30, 2006 1:44 PM
Subject: [wifdiscussion] Re: Another oilmystery
> This does not answer the question.
> "13.5.1 Oil (AfA option 48)
> No more than 5 units can trace a path to the same oil resource.
> Work out how many oil dependent units you want to flip face-up. Each
> HQ-I counts as 2 units, each HQ-A counts as 3 and each aircraft that
> takes 2 turns to build counts as half a unit. Divide the total by 5.
> This is the minimum number of oil resources (whether from the current
> turn or saved) that you must spend. This means that you can turn 2
> units face-up for nothing (because 0.4 rounds to zero).
> If 3 or more units trace a path to the same oil resource, you must
> spend that resource. This may mean that you will have to spend more
> oil resources than the minimum number."
> These two passages in the rules states the problem. The first passage
> does not forbid you from using oil that are isolated. You can use your
> own controlled oil from anywhere on the map. The just calculate the
> total amount and then removes the same amount of oil resources.
> The second passage is a rule of when a used oil resource have to be
> used. This states that when three units have targeted the same oil
> resource this resource have to be used.
> This gives the following gamey use of the rules. If for example Japan
> have been cut of from NEI he can trace a supply path to the saved oil
> in Japan. Since he have 10 oil resources he can flip up 40 ships (we
> are playing with ships in flames which makes each ship count as a half
> a unit). Thus, 4 ships draws their oil supply path to each oil
> resource. However, when the oil should be paid you pay it by using the
> isolated resources in NEI. Thus, if Japan have saved oil then an
> isolation of NEI does not affect the Japaneese ability to flip up
> their units.
> I would say that there are no other way of interpreting this by wif
> standards unusually clear rule.
> On the other hand, it is a quite absurd effect, which makes it
> reasonable to implement some kind of a house rule.
> How have this been ruled/played at WifCon?
> --- In firstname.lastname@example.org, sajbalk@... wrote:
>> With RAW oil and limited re-org, I think a thoughful reading of 13.5
> will answer your questions.
>> To turn units face up, they have to be able to trace an unlimited
> supply path to a primary supply
>> source for that unit. If the unit is oil dependent then it must
> trace a similar path to an oil. Per the
>> example, add up all the units tracing to an oil, then use the oil.
> i.e. 1.2 oils goes to 1; 0.4 oil goes to 0.
>> It is quite possible and a common tactic to break the supply line to
> the NEI oil wells.
>> Steve Balk
>> Iowa, USA
>> -----Original Message-----
>> From: lars@...
>> To: email@example.com
>> Sent: Wed, 30 Aug 2006 8:49 AM
>> Subject: [wifdiscussion] Another oilmystery
>> Our group in Linkoping, Sweden discovered another myster yesterday
>> about the isolated oil in NEI. The two oilwells are occupied by
>> Japanese units, but they are cut of completely by all means. The wells
>> still produce one oil each.
>> In the final organization step, the Japanese player then sum up all
>> cost for oildependent units. Since he did not trace enough units to
>> any specific saved oil in Japan (just two "units" to each), the rule
>> states that you can use any oil - so he used the two isolated ones
> in NEI!
>> We could not find anything in the rules that prevented this. Common
>> sense say that they are isolated, but somehow, secret rowboats managed
>> to pull oil out, barrel by barrel to fill the ships in Japan.
>> Any comments to this? Any rule to prevent this?
>> Please, help us, this is very frustrating as it just become almost
>> impossible in future games to cut the oilsupply to Japan as long as he
>> stuff the oilsites with lots of troops - no need anylonger to try and
>> transport them back to Japan in the later stage of the game. Just hold
>> on to the hex and you can flip up units anywere...
>> Check out AOL.com today. Breaking news, video search, pictures,
> email and IM. All on demand. Always Free.
>> [Non-text portions of this message have been removed]
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