AmiralLaurent -> RE: ZOC movement exploit (6/11/2007 4:00:37 PM)
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Well, ZOC rule had been chanegd lately. In north Burma, Allied forces are in Myitkyina and 120 miles W of it. I'm Japanese, held Myitkyina and have troops 120 miles W of it. I can order troops 120 miles W of Myitktina to go to the city and they will do it. I can also order units in Myitkyina to go to Mandalay and they will leave the city and follow the road, crossing the rail hex where there is battle on the way. Neither of these two moves worked a year ago. By the way the hex between both units is either empty or usually occupied by a Japanese unit. Now I wonder if the Allied units 120 miles W of Myitkyina may move south along the railway if there is no Japanese unit here. The answer is probably yes.... So it seems to me that we should now cover our supply paths. Not a bad thing IMOO, even if it comes from a faulty design. The problem is that in WITP hexes are tiny spot with unlimited troop capacity. Rather than considering that a unit had marched 30 miles in a direction, you will better consider that the unit is still at the middle of the hex (it is behaving like that for all practical matters) and is 50% (30 on 60) prepared to move to the next hex. There is no notion of who owns a hexside, only who owns the hex, and when an hex is disputed both side "own it". In former times, one couldn't move from a hex with an enemy ZOC to another with enemy ZOC. Now it seems that you can move everywhere except from an hex with an enemy unit inside to another hex with an enemy unit inside. As I said above, it is far better than the previous model IMOO (as ZOC have never pleased me in WITP) but you have to take this in account when you place your troops. One can no more send all troops to the front, you have to cover your rear area too.
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