Exit Hexes - Help! (Full Version)

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Ardle -> Exit Hexes - Help! (4/7/2002 3:26:31 PM)

I'm fairly new to SPWAW and have only encountered a scenario with exit hexes once before, and I couldn't really work out what the deal is. Now my current LV scenario has one - so before I make a stupid mistake, how do they work? Is there any command to make units exit, or do they automatically exit after the turn in which they reach the hex? Can you exit multiple units at one time, is it only one unit per turn? I seem to remember last time it was the latter, so I hardly managed to exit any units at all.

Your expert assistance would be much appreciated...




Goblin -> (4/7/2002 3:33:37 PM)

Not sure about the MC's, but in normal play, you don't have to give any command to exit. Pull a unit, or more than one, on the exit hex. When you end turn, they beat feet (or tracks, or tires, or hooves).

Goblin:cool:




Warrior -> Re: Exit Hexes - Help! (4/7/2002 5:03:14 PM)

[QUOTE]Originally posted by Ardle
[B]Can you exit multiple units at one time, is it only one unit per turn?[/B][/QUOTE]

You can stack multiple units on an exit hex.




Belisarius -> (4/7/2002 6:55:12 PM)

The units also exits instantly, so be sure you REALLY don't need that unit anymore :D




Ardle -> (4/7/2002 7:19:32 PM)

Thanks for the info, guys!




bchapman -> (4/7/2002 8:04:05 PM)

There are [COLOR=red]Exit [/COLOR] hexes and there are [COLOR=blue]Retreat [/COLOR] hexes. When using an exit hex, the player might get points for exiting his units. If I remember correctly, the unit will exit at the end of the turn. Using a retreat hex, the player doesn't recieve any points, and the unit exits the map as soon as the unit enters the hex. On page 186 of the manual, it explains a little of how the Exit hexes work.




antarctic -> (4/10/2002 1:47:10 PM)

Yeah...I think in the Mega Campaigns, you can put a very large number of units on a exit hex, and they'll dissapear at the end of the turn, and you get some points for that.
Just don't do what I did once...drive a platoon of tanks onto one, using up all their movement points-at the beginning of a scenario!


Antarctic




skukko -> (4/11/2002 3:42:00 AM)

You have answers above :)

Just a quick

gaming reminder: All your units values that couldn't exit via VicExit flags and are still *alive* will be counted to enemies victory point pool. So, don't leave many units into field.

Editorial reminder: For some reason these flags cause crash to desktop if they are in touch of the maps border. Also these flags should have no more than 10-points of value, this to prevent value of units beeing multiplied to heaven, goes for both sides ;)

To get AI to use these nasty flags is another question, and hard nut :( : Surround VExit flag with rocks, rough or similar to get AI stop On the flag to the end of the turn. Set Victory objective flag (more than 20 points;- AI ignores less) under/ into next hex. TEST TEST TEST untill it works. And finally give enough turns to exit troops via these flags, at least for player :D

mosh




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