Courtenay
Posts: 4003
Joined: 11/12/2008 Status: offline
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When you rail move anywhere, your units should become disorganized. Rail movement always disorganizes the moving unit. You can only rail a non-HQ unit to a station: a city, a port, or a HQ. There aren't many of those in swamps. It sounds to me like you are not rail moving, but using normal movement moving along a rail line, which is a completely different thing. When you make a normal move, if you have any remaining movement points, you may move into any adjacent legal hex*. If you have fewer remaining movement points than the hex's terrain cost, you may still move into the hex, but will become disorganized. (The cursor will tell you if are about to do this. I frequently don't notice until it is too late.) Go to the terrain effects chart (in the help menu). See what the cost of swamp hexes is. There aren't many units that can move in swamps without being disorganized; if one is using motorized movement costs (almost everyone does) a few fast cavalry units come to mind, and that's about it. Unless one is using the railway movement bonus optional rule (I don't), rails have no effect whatsoever on ordinary movement. If you are using the rule, it still won't help in swamp; the movement costs are just too high. *Legal hex: A hex that is not a hex dot, in the Qattara Depression, off the top or bottom of the board, in a neutral country, an unfrozen all lake hex, a hex that violates foreign troop commitment limits, a hex occupied by enemy units you are not overrunning, a hex across an alpine hexside (except for MTN units), or a hex across an unfrozen sea or lake hexside (except for MAR units). Currently MWiF will not let you move in violation of stacking, even though in some circumstances it is temporarily legal under RAW. I can't help you with the two screen layout; I use a single large monitor.
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I thought I knew how to play this game....
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