Manila questions

LM1234

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Are DC and FT that have been expended in the Previous CG scenario retained or are they not eligible for future use.
 

ASLSARGE

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If, by meaning that an "expended" FT or DC has been used/rolled it's "X" number and removed from play, then they are no longer retained for future use. If you mean something else please describe. Thanks.
 

klasmalmstrom

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Are DC and FT that have been expended in the Previous CG scenario retained or are they not eligible for future use.
IIRC, there is no rule in Chapter SF like O11.6134 - if that is what you are asking...

O11.6134 FT/DC: Each non-Captured FT/DC removed from play during the preceding scenario (regardless of why it was removed) is Retained by its original owning side only if the Original effects DR causing its removal and made by the original owner was ≤ 10; otherwise, it is Eliminated. Place each such Retained SW in the friendly side’s “Retained” box on the Chapter O divider. However, the side may never Retain in this manner more friendly FT/DC, than it has friendly non-Isolated Assault Engineer (only) squads at this point in the RePh
 

LM1234

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IIRC, there is no rule in Chapter SF like O11.6134 - if that is what you are asking...

O11.6134 FT/DC: Each non-Captured FT/DC removed from play during the preceding scenario (regardless of why it was removed) is Retained by its original owning side only if the Original effects DR causing its removal and made by the original owner was ≤ 10; otherwise, it is Eliminated. Place each such Retained SW in the friendly side’s “Retained” box on the Chapter O divider. However, the side may never Retain in this manner more friendly FT/DC, than it has friendly non-Isolated Assault Engineer (only) squads at this point in the RePh
Yes, this is exactly what I was trying to ask. Thanks for stating it much better.
 

JimWhite

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Some water-related questions for CG V

We are preparing to play CG V and have been perusing the rules and attempting to locate/verify/confirm as much as possible prior to starting. With that said here are several things we have been unable to find/determine/confirm:
  • We count 11 "smaller" bridges and since the bridge type construction/width is not specified in SSRs (that we can find) may we safely assume they are of 2-lane, stone construction and that watercraft may pass under these bridges?
  • SSR SF3 WATER OBSTACLES & TIDES: The Pasig River, Manila Bay, and the Esteros are all considered to be Deep (B21.122) [EXC: one-hex wide Esteros; 6.1] River hexes with a slow current but do not affect setup (A2.9)..." (<--What is this highlighted portion referring to?)
  • SF6.21: During high tide (SSR SF3), amphibians pay only 1 MP (not 4) (<--assuming 1 + COT?) for gaining elevation while crossing a seawall hexside; during low tide, movement across a seawall costs 1 extra MF. (<--when would this come into play?)
Sorry if some things may turn out to be obvious...trying to digest CG V is scrambling our brains a bit... 🤪
 

klasmalmstrom

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  • We count 11 "smaller" bridges and since the bridge type construction/width is not specified in SSRs (that we can find) may we safely assume they are of 2-lane, stone construction and that watercraft may pass under these bridges?
B6.1 applies: "All bridges depicted on the map (such as 5Z9 and 13K6) are two-lane bridges of stone construction capable of being used by vehicles."


  • SSR SF3 WATER OBSTACLES & TIDES: The Pasig River, Manila Bay, and the Esteros are all considered to be Deep (B21.122) [EXC: one-hex wide Esteros; 6.1] River hexes with a slow current but do not affect setup (A2.9)..." (<--What is this highlighted portion referring to?)
A2.9: "A unit/weapon may not set up overstacked or in a hex it could not enter during the normal course of play, "

It's there to e.g., allow the Japanese to setup on Island hexes they Control - even if they have no watercrafts to get there "during the normal course of play".

  • SF6.21: During high tide (SSR SF3), amphibians pay only 1 MP (not 4) (<--assuming 1 + COT?) for gaining elevation while crossing a seawall hexside; during low tide, movement across a seawall costs 1 extra MF. (<--when would this come into play?)
E.g., when unloading from a boat across a seawall during a low tide...
 

JimWhite

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B6.1 applies: "All bridges depicted on the map (such as 5Z9 and 13K6) are two-lane bridges of stone construction capable of being used by vehicles."
Ok...so we didn't miss it anywhere in the SF rules...and since normal bridge rules apply then watercraft can pass underneath of them.

A2.9: "A unit/weapon may not set up overstacked or in a hex it could not enter during the normal course of play, "

It's there to e.g., allow the Japanese to setup on Island hexes they Control - even if they have no watercrafts to get there "during the normal course of play".
Ahhh...that explains it.

E.g., when unloading from a boat across a seawall during a low tide...
Oh yeah...duh! :eek:

Thanks for the quick reponse.
 

JimWhite

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OB-given OBA modules

Purchasing off-board observers and/or pre-reg hexes are N/A for these?
 

JimWhite

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SF20.608 CLEARING THE MAP: Each player now removes all remaining non-Isolated units/Equipment from friendly-Controlled Locations and places them in their proper box (with remaining informational counters) on his copy of the Chapter SF divider (20.15). [EXC: Immobile vehicles, those in a building or beneath a trench, and Guns (SSR CG10) are left on the map.]

Is it safe to assume that the highlighted portion applies only to vehicles?

Thinking yes...just want to confirm.
 

JimWhite

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AA Guns & Rooftops

SF 10. GUNS & BORE SIGHTING: ...Mortars and AA Guns with an M# ≥ 10 and all AA Guns may set up in a rooftop Location. Once so set up, they may not move unless dm...

So regarding AA Guns...the Japanese only have one variety (20L Type 98 High-Angle Machine Cannon) that meets this criteria since all the others are either M# < 10 or they are No Move?

Thinking yes...just want to confirm.
 

JimWhite

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Refit Phase and Gun movement

CG10. GUNS & BORE SIGHTING: Guns of any type may set up non-emplaced in an Intramuros Wall Location (9.11) in the Initial Scenario of a CG, but thereafter may not be moved from the Intramuros Wall. Otherwise, non-vehicular Guns may be moved during setup ≤ 3...hexes from its current Location...

So a Japanese gun that sets up in an Intramuros Wall location may not be removed FROM the wall...but may be moved ≤ 3 hexes to ANOTHER Intramuros Wall Location?

Thinking yes...just want to confirm.
 

JimWhite

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Sorry for all the seemingly minor detail questions. But as I'm formulating my first-time Japanese strategy it seems like a lot of these small details could have a long-term impact as the CG progresses.
 

klasmalmstrom

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So regarding AA Guns...the Japanese only have one variety (20L Type 98 High-Angle Machine Cannon) that meets this criteria since all the others are either M# < 10 or they are No Move?

Thinking yes...just want to confirm.
Sounds correct to me....so only one type of AA Gun can set up on the roof..
 
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