Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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quote:
ORIGINAL: Mike Dubost quote:
ORIGINAL: Shannon V. OKeets Using your saved game all the enemy ZOC worked correctly in stopping movement by Axis and Allied units in China. Perhaps there was a route around the ZOC that you didn't notice. Or perhaps it was a divisional unit that doesn't exert a ZOC, or perhaps a lake hexside or Alpine hexside was blocking the ZOC. Lastly, remember that a unit could leave one enemy ZOC, move into a hex free of enemy ZOC, and then enter a hex in an enemy ZOC. It is just moving from one EZOC to another EZOC that is prohibited (even that has an exception for overruns). If you can provide a precise example of the ability to move directly from one enemy ZOC to another, that would help. As an example, I just ran it forward through combat, passed all the Allies, got a 5 on the weather roll, and moved the Japanese cav near Chengchow through the clear hex between the Nationalist in Chengchow and the Communist in the mountains nearby. Clear hex, no Apline hexsides, no lakes, both Chinese Corp/Army size. The exact sequence is not relevant, given that I see it consistently, but just for the sake of completeness, I've given it. Anyone else see something similar under Win 8.1? Maybe the sequence of upgrades to WiF was odd, since I got too busy to do much with it for several months (Oscar Wilde was right, work is the curse of the drinking classes!). Thanks. EDIT: Due to the weather (storm), there was only 1 path that a 4 movement unit could take to get to the far side of the city. Here is the screenshot to go with the move you describe. The Japanese Cavalry can legally 'ooze' through the Chinese line, moving one hex west.
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