VITAL CARGO 6: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 6 victory points. You can only remove one unit with Vital Cargo from the game per turn.
LANDING 3: Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 3 victory points. You can only score victory points from a Landing ability once per turn.
This is per the convoy scenario in the 2010 rulebook
VITAL CARGO 3: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 3 victory points. You can only remove one unit with Vital Cargo from the game per turn.
LANDING 3: Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 3 victory points. You can only score victory points from a Landing ability once per turn.
VITAL CARGO 3: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 3 victory points. You can only remove one unit with Vital Cargo from the game per turn.
LANDING 3: Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 3 victory points. You can only score victory points from a Landing ability once per turn.
Cargo ships of all kinds and vintages were often pressed into service. Whether carrying strategic materials or troops and weapons. These civilian ship were vunerable and slow. Dependant on escorting warships to safely deliever those cargoes
After the capitulation of norway, 42 ships previous engaged in trade between Norway and Sweden were trapped in Swedish ports. Both sides of the conflict laid claim to the ships, 140000tons in total. Swedish authorities put them under naval guard to secure thier own neutrality. In january 1942, second attemp by the crews to flee to the okney islands was met by german planes, sumbarines and S-boats, who sank 2. 4 others scuttled by thier crew.
So this is where we have landed on doing a Neutral Auxiliary for spot 72 in the deck. I will post some "generic specifications" when I get to making the card. As a reminder this is originally based on the "Convoy Ship" stats on page 39 of the advanced rulebook. We have added SAs to bring it up to current Auxiliary standards.
Tramp Steamer
Neutral - All maritime nations at the start of the war
VITAL CARGO 3: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 3 victory points. You can only remove one unit with Vital Cargo from the game per turn.
LANDING 3: Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 3 victory points. You can only score victory points from a Landing ability once per turn.
Convoy Formation - The sector this unit is in can contain one friendly Ship above the stacking limit, if one of the other Ships in the sector is an Auxiliary.