With the land units being in a Naval Base and the port is disrupted, acting as a minor port means the units are in supply as long as the NLoC goes to a Major Port and then via rail to a Ultimate Supply source.
If the units were in a minor port and disrupted, then you could argue for the units to be isolated.
Sevastopol often requires HQ support, CAS and maybe multiple attacks to be taken from the Soviets if some units have joined the harden Garrison.
Putting on my little wig as a rule's lawyer: you could also bomb Novorossiysk and if disrupted, the units in Sevastopol would not be in supply but still in communication so not isolated.
To help understand, think of Malta during WWII. It was bombed and bombed. The land units did not go away. Ships and planes were not so lucky.
The 300 rules were from the developing ETO rules. There is an update to the rules in the box game that crossed into 300.0 and 301.0 with Errata and:
[301.0] Handicapping Playtesting shows players of different experience levels can balance this scenario with any of the following:
PRO SOVIET
• GRAB A RIFLE, COMRADE: Increase by ½, 1 (or even up to 2) the 8 RP spending cap
• MAKING READY: Allow the Soviets to spend ½ EP or 1 EP per turn to build up to 2 or 4 Improved Defense markers.
• NO TRUMPETS, NO DRUMS: Remove the Jericho's Trumpets card from play.
• BALTIC SEA LIFELINE: Soviet units in Riga (7934) are in supply and all ports on the Baltic Sea give LOC.
PRO AXIS
• “THE WHOLE ROTTEN STRUCTURE…:” On Turn 1, Each Sneak Attack Ground Battle rolls two d6s and the Axis player chooses which one to use to apply the Combat Result.
• NOT SO FAST, COMRADE: Decrease by ½, 1 (or even up to 2) the 8 RP spending cap.
• MORE SHOCK AND AWE: Soviet Starting Hand changed to just Scorched Earth. • MORE FEROCITY: With the Blitzkrieg! card and Sneak Attack, increase Ferocity to a RED bolt ().
The new updated rules should be posted soon. We are to the final edits. It is focused on the game in the box and you will be ready for the changes right after the download. We finalized the last page with a new Air CRT (attached).
Much is the same in the Updated Rules but, a new Air CRT put you in the pilot seat. Just like in the movies, you keep firing your guns knowing the enemy is behind and shooting at you. The new PRESS result lets the attacker say "Hurt me but, Hurt him MORE". Planes can be shot down after completing their mission. Many planes make it home but now face longer repair with suppressions often added to damage.
Sorry for the initial brevity...I was limited to 140 characters for some reason.
We're usuing TITE out of the box (i.e. not vassal or any of the new playtest rules). We were trying to figure out the effect in terms of supply and rebuilding units there.
[106.5.4] has the dot point that a Major Port or Naval Base functions as a Minor Port while disrupted.
[7.0] Supply Sources (p18) says Anchorages are a supply source provided they're A) Functioning and B) In Communication.
106.5.4 seems to contradict 7.0 - i.e. bombing Sevastopol - why would the Russians bother spending 1 EP to avoid the countdown marker if it still functions as a minor port with the countdown marker?
Thanks!
p.s. where are the 300 rules? We haven't seen these in the books...I presume online somewhere?
Bombing a port so it is weaker for a ground combat? That is not something that comes up often. I am looking in the latest ETO rules that I have:
[324.2] ANCHORAGE BOMBING: This Bombing Mission targets Anchorages and Naval units present there.
[324.2.1] PLACEMENT: Place Anchorage Bombing Mission Packets on the map at an enemy-controlled Anchorage facility’s hex.
[324.2.2] BOMBING PROCEDURE: Sum the number of Bombs and multiply it by the target’s Hardness (i.e., x3 vs. Minor Port, x2 vs. Major Port, or x1 vs. Naval Base) to obtain the Damage Value (332.1).
[324.2.3] EFFECTS OF ANCHORAGE BOMBING: A Success Disrupts that Anchorage facility’s ability to function and might damage Naval units harbored there.
[324.2.4] APPLYING ANCHORAGE BOMBING DAMAGE: Sum the number of Hits scored and: Disrupt the Port Facilities: Place a Damaged Anchorage and a Countdown marker requiring 3 turns plus 1 turn per Hit achieved to repair that Anchorage facility (up to a -6 Countdown level, maximum). E.g., if you scored 1 Hit, place a -4 Countdown marker there). While damaged, that Anchorage is Disrupted (per 414.X).
In the Middle Sea, you can bomb a port so it can no longer unload cargo. You can also damage Naval Units in the port. Malta is bombed in hopes of removing the special Malta Club Run which helps with naval battles.
You can bomb the ground units so they are not in supply but they will have a LoC.
Looking at the Rules in the boxed TiTE, there is no bombing of the ports.
I guess the answer to your question is: Nothing to ground units.
With the land units being in a Naval Base and the port is disrupted, acting as a minor port means the units are in supply as long as the NLoC goes to a Major Port and then via rail to a Ultimate Supply source.
If the units were in a minor port and disrupted, then you could argue for the units to be isolated.
Sevastopol often requires HQ support, CAS and maybe multiple attacks to be taken from the Soviets if some units have joined the harden Garrison.
Putting on my little wig as a rule's lawyer: you could also bomb Novorossiysk and if disrupted, the units in Sevastopol would not be in supply but still in communication so not isolated.
To help understand, think of Malta during WWII. It was bombed and bombed. The land units did not go away. Ships and planes were not so lucky.
Excellent, thanks for that.
But getting back to the original question, if Sevastopol is disrupted, are the units in Devastopol in supply?
If [106.5.4] applies, it seems they are as it functions as a minor port.
If they are isolated, then what is the intent of [106.5.4]?
Thanks!
The 300 rules were from the developing ETO rules. There is an update to the rules in the box game that crossed into 300.0 and 301.0 with Errata and:
[301.0] Handicapping Playtesting shows players of different experience levels can balance this scenario with any of the following:
PRO SOVIET
• GRAB A RIFLE, COMRADE: Increase by ½, 1 (or even up to 2) the 8 RP spending cap
• MAKING READY: Allow the Soviets to spend ½ EP or 1 EP per turn to build up to 2 or 4 Improved Defense markers.
• NO TRUMPETS, NO DRUMS: Remove the Jericho's Trumpets card from play.
• BALTIC SEA LIFELINE: Soviet units in Riga (7934) are in supply and all ports on the Baltic Sea give LOC.
PRO AXIS
• “THE WHOLE ROTTEN STRUCTURE…:” On Turn 1, Each Sneak Attack Ground Battle rolls two d6s and the Axis player chooses which one to use to apply the Combat Result.
• NOT SO FAST, COMRADE: Decrease by ½, 1 (or even up to 2) the 8 RP spending cap.
• MORE SHOCK AND AWE: Soviet Starting Hand changed to just Scorched Earth. • MORE FEROCITY: With the Blitzkrieg! card and Sneak Attack, increase Ferocity to a RED bolt ().
The new updated rules should be posted soon. We are to the final edits. It is focused on the game in the box and you will be ready for the changes right after the download. We finalized the last page with a new Air CRT (attached).
Much is the same in the Updated Rules but, a new Air CRT put you in the pilot seat. Just like in the movies, you keep firing your guns knowing the enemy is behind and shooting at you. The new PRESS result lets the attacker say "Hurt me but, Hurt him MORE". Planes can be shot down after completing their mission. Many planes make it home but now face longer repair with suppressions often added to damage.
Sorry for the initial brevity...I was limited to 140 characters for some reason.
We're usuing TITE out of the box (i.e. not vassal or any of the new playtest rules). We were trying to figure out the effect in terms of supply and rebuilding units there.
[106.5.4] has the dot point that a Major Port or Naval Base functions as a Minor Port while disrupted.
[7.0] Supply Sources (p18) says Anchorages are a supply source provided they're A) Functioning and B) In Communication.
106.5.4 seems to contradict 7.0 - i.e. bombing Sevastopol - why would the Russians bother spending 1 EP to avoid the countdown marker if it still functions as a minor port with the countdown marker?
Thanks!
p.s. where are the 300 rules? We haven't seen these in the books...I presume online somewhere?
Bombing a port so it is weaker for a ground combat? That is not something that comes up often. I am looking in the latest ETO rules that I have:
[324.2] ANCHORAGE BOMBING: This Bombing Mission targets Anchorages and Naval units present there.
[324.2.1] PLACEMENT: Place Anchorage Bombing Mission Packets on the map at an enemy-controlled Anchorage facility’s hex.
[324.2.2] BOMBING PROCEDURE: Sum the number of Bombs and multiply it by the target’s Hardness (i.e., x3 vs. Minor Port, x2 vs. Major Port, or x1 vs. Naval Base) to obtain the Damage Value (332.1).
[324.2.3] EFFECTS OF ANCHORAGE BOMBING: A Success Disrupts that Anchorage facility’s ability to function and might damage Naval units harbored there.
[324.2.4] APPLYING ANCHORAGE BOMBING DAMAGE: Sum the number of Hits scored and: Disrupt the Port Facilities: Place a Damaged Anchorage and a Countdown marker requiring 3 turns plus 1 turn per Hit achieved to repair that Anchorage facility (up to a -6 Countdown level, maximum). E.g., if you scored 1 Hit, place a -4 Countdown marker there). While damaged, that Anchorage is Disrupted (per 414.X).
In the Middle Sea, you can bomb a port so it can no longer unload cargo. You can also damage Naval Units in the port. Malta is bombed in hopes of removing the special Malta Club Run which helps with naval battles.
You can bomb the ground units so they are not in supply but they will have a LoC.
Looking at the Rules in the boxed TiTE, there is no bombing of the ports.
I guess the answer to your question is: Nothing to ground units.