19.0 Ports and Shipping


Ports are printed on the map with an anchor symbol and capacity. Ports are non-combat units, so it takes an Attack- Capable enemy unit to enter these hexes. See 9.14h for port capture.

19.0a Capacity. Port capacity is the maximum number of SP allowed to load and/or unload in a single phase. For example, a port with a 1T capacity could load or unload 1T in a phase, but not both. Units and supplies coming into the port without an ALT roll via 18.5g count against the capacity of a port, as does normal shipping (19.0f).

Ports with a capacity above zero can choose to use their full capacity to load or unload a single combat unit whose Transport Equivalent size exceeds the port’s current capacity. This can be the only loading/unloading performed at the port during the phase.

A port is “shut down” when in an enemy ZOC. Per 4.5a, negation is possible for trace supply operations, but not for Sea Cap. Ports which are shut down have their capacity treated as zero. The port instantly recovers its normal capacity when the enemy is driven away (or for trace supply only, the ZOC is negated).

Play Note: A port continues to function when enemy combat units or ZOC block the hexes that lie between it and the sea (unless this is overridden by a game-specific rule).

19.0b Damage. Ports can accumulate “hits” when attacked by the Barrage vs. Facility Table. These hits affect the port’s capacity as noted near the table (round to nearest Token of capacity). Whether damaged by the Barrage vs. Facility Table or Voluntary Reduction (below), a port can never accumulate more than 4 hits. Some ports have a Damage Track specific to them on the map; for these apply the Port Capacities listed and not the generic hit effects.

19.0c Voluntary Reduction. During the Movement Phase (only), at least 1 RE of combat units that are in Combat Mode and do not move can inflict 1 hit on a port in that hex. Engineers can also perform the work, per 13.8d. No more than 1 hit per turn can be inflicted in this way.

19.0d Repair. Ports can be repaired in the Movement Phase (only) using construction (13.8d). Each Engineer- Capable unit can repair one hit at a cost of 1 SP. Only one hit per port can be repaired in a given turn.

19.0e Ports and Trace Supply. The game-specific rules will specify which ports, if any, are supply sources. A port that is available to the player as a supply source loses that ability if the port falls below a 1 SP capacity.

19.0f Shipping. Game-specific rules define each side’s Shipping Allowance (if any), which is sometimes called Sea Cap. Naval units are not used for this abstracted form of transport, used to move ground units from port to port.

  • A) Shipped units must be in Move Mode.
  • B) Sea Cap can only be used during the Movement Phase.
  • C) No movement is allowed before or after a unit is shipped.
  • D) Any combination of SP, combat units, and Transport Points can be shipped. The limitations of each port’s capacity must be observed.
  • E) Each point of shipping allowance can move 1 SP of cargo (see 4.7 for Transportation Equivalents).
  • F) Enemy ZOC prevent use of Sea Cap (4.5a) at a port.

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