swagman
Posts: 103
Joined: 8/8/2001 From: Australia Status: offline
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A situation I have noticed is how advancing troops can be bumped back. In one AI game, I had an infantry force of several regiments march 7 days and cover 28 miles. Next turn they would arrive at the destination base. However, an allied unit arrived in the japs hex of origin before they left it. Since a unit can't advance beyond an enemy unit, the jap units lost all distance covered, had to wage combat for a turn to force the allied unit to retreat, then start the advance all over again. The bugsy behaviour around this is that it means a construction battalion of 1000 men can force an enemy elite force of 20,000 to effectively retreat and lose at least 7 days action, with the additional penalty of the fatigue and attritional losses from those 7 days must still be carried. As the combat routines require both forces to occupy the same hex, the units should be allowed to retain the distance covered, to represent combat occurring where the confrontation occurred, without one side defaulting back to ground zero. Ideally, a combat routine for advancing troops could be modelled, so it occurs where the forces meet...that is check all adjacent hexes for advancing units and when hex width minus sum(jap + allied distance travelled) is less than average marching distance for the two hexes.
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