PBeM
Home Page
Discussion Group
Membership
Scenarios
The Panama Gambit
The Finland Excursion
The Mexican Adventure
Battle of the Bulge
Stalingrad
Antietam
The Alaskan Retribution
The Battle of Crete
The Banana Republics
The 30 Year War
Academy Training Grounds
How to Play
Introduction
  Signing In
Alliances and Combatants
Reading the Map
Terrain and Infrastructure
  Roads and Railroads
  Moving Units
  The Fog of War
  Terrain Ownership
  Economy
  Command and Supply
  Victory Conditions
  Doing Battle
  Air- and Sea-Lifts
  Long-Range Weapons
  Creating Orders
  Submitting Orders
  Updating Intelligence
  Trouble-Shooting
  Beta-Test Results
Learning by Example
Introduction
  Fire and Shell
Attack
Move
  Airlift
  Sealift

 

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.

 

 

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. 

 

 

 

 

 

Hosted by www.Geocities.ws

1