Sealifts
Sealifts allow the player to move units from one square to
another on the map without any distance or terrain limits and
costs. Both the start and the target square must have a property
with the "Sealift" attribute set to true and be
connected by water squares. The
"Harbor" property in the "Panama" scenario
is an example of a sealift property square, allowing the player
to move a unit from one of these squares to any other containing
this property. New scenarios may contain different or additional
terrain properties such as "landing", "pier"
or even
"beach" with this attribute set.
Unit Limitations
Units also have an attribute indicating whether the may be sea lifted. Although most typical land-bound units can usually be
sea lifted, heavy equipment might have this attribute disabled.
Check the scenario notes and unit type descriptions in each
scenario to find out what is allowed.
Naval Defenses
If an enemy naval unit is within firing distance of the
target sealift square or landing square, the landing unit will
be engaged and the losses will be calculated as in every other
engagement.
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Landings
Landings differ significantly from sealifts. Although these also must start on a terrain with the
property attribute "Sealift" set, they can target any
terrain type with the "Landing" attribute
set. In the "Panama" scenario for example, the beach squares
are
possible landing areas.
Units
Each unit type carries an attribute
"Landing allowed" which is set to yes or no. Only
units with this attribute set to "yes" can be used for
this purpose. The "Panama" scenario for example only allows a few
unit types, such as seals, to land by sea. Landing
Zones
Since only one unit is allowed per terrain
square, landing units on occupied squares is not
possible. If the player lands his/her unit on a friendly unit
the landing will be considered as aborted and could be repeated
in the next turn. If the square is occupied by an enemy unit,
the landed unit is considered lost. Limitations
As we know, a terrain square can contain only
at most one unit at a time. It then follows, that sealift and
landing capacities per turn are limited to the number of
squares with a harbor (or other terrain properties with the
"Sealift" property) set. Although multiple harbors would allow the player to coordinate
a landing with multiple
units, this movement type will always be limited to a few units
per turn.
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