BigJ62 -> RE: Admirals Edition Land Thread (12/7/2007 9:40:25 PM)
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Hexside control: Allied unit in hex "A" and av is 40+ and no enemy in hex, result is allied unit controls hex and all interior hexsides. Japanese unit in adjacent hex "B" east of allied unit, same conditions as above. Allied unit moves at half speed because it is in operations mode "Combat" moves east crossing the Japaneses' west hexside changing it from enemy to friendly control. The allied unit is not allowed to cross any interior hexside that is enemy controled, movement restrictions become more severe for retreating units so, if the allied unit is defeated it must retreat only across friendly hexsides and away from the enemy(had to be this way due to retreat pathing problems) and toward a friendly base if any of these conditions are not met the unit is destroyed. Same situation except there are two allied units and a river between the two hexes, the first allied unit must shock attack because the opposing hexside is enemy controled however the second unit does not have to shock attack because hexside control has changed at this point. There are many other possibile situations. p.s. On land we calculate distance at 46.03 st miles which equals 40nm. When marching rails are considered similar to Witp1 "Trails" but less than minor roads. Operations modes effect movement, combat, fatigue and recovery(fatigue, disruption, disablement and morale). btw treespider originally designed the hexside control stuff however we did make a few some small changes.
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