loki100
Posts: 10920
Joined: 10/20/2012 From: Utlima Thule Status: offline
|
quote:
ORIGINAL: Jango32 Yes. The manual is wrong, or there is a bug - you must not be next to an enemy controlled hex, regardless of enemy presence on that hex. this came up a while back and it was WAD that the trigger is an empty enemy hex (in that still requires more active patrolling etc). I meant to update the Living Manual and forgot ... this will be in the next version released quote:
ORIGINAL: Sammy5IsAlive Also it seems to me that if the commanding HQ is next to an enemy hex this stops the bonus for a combat unit that otherwise meets the requirements. Not sure if that is WAD? it should be keying off the unit only, so if that is what makes the difference then its a bug quote:
ORIGINAL: Stamb ... Non assault armies get only 25 for 200SMP if I am correct (and 4 assault armies for an Axis is way to low as it takes 4 turns to regain 100CPP and 50% of it will be spend during any attack. At the release of the game there was 6 armies with 12 capacity points in each assault HQ, but we have what we have) actual variables are (here I'm going assume 200 SMP are available): a) not in assault command, adjacent to enemy 1CPP/24 SMP (so 8 - rounds down) b) not in assault command, not adjacent, in friendly hex - 3CPP/24SMP (so 25) c) in an assault command, multiply by 2 (1CPP/12SMP) so 16 (again round down) and 50 respectively quote:
ORIGINAL: Jango32 On turn 4 those 3 divisions had no enemy hex near them. the test point is the end of your movement phase for CPP gain, you can, of course, lose more in the enemy move phase if you are attacked
< Message edited by loki100 -- 1/15/2022 11:52:00 AM >
_____________________________
|