No land movement if bombarded (Full Version)

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Lam0ttePicquet -> No land movement if bombarded (10/31/2010 6:29:40 PM)

Hi,

My opponent in a PBEM faces a weird situation. His chinese troops are not able to exit an hex also occupied by japaneses.
The travelled distance return to zero at the turn the chinese troops are supposed to exit the hex.
The cause seems to be linked to some japanese artillery bombarding the chinese.
The workaround we found is only fairly stopping bombardment.

Is it something normal, i.e. simulating pinned troops, or is it a known bug ?




rtrapasso -> RE: No land movement if bombarded (10/31/2010 6:50:55 PM)


quote:

ORIGINAL: Lam0ttePicquet

Hi,

My opponent in a PBEM faces a weird situation. His chinese troops are not able to exit an hex also occupied by japaneses.
The travelled distance return to zero at the turn the chinese troops are supposed to exit the hex.
The cause seems to be linked to some japanese artillery bombarding the chinese.
The workaround we found is only fairly stopping bombardment.

Is it something normal, i.e. simulating pinned troops, or is it a known bug ?


Was a bug in regular WITP - the solution is to set destination of the marching troops to a base, not a hex. Make sure to click on the base symbol.




Lam0ttePicquet -> RE: No land movement if bombarded (10/31/2010 8:04:38 PM)

Thanks a lot.

We will continue to "ask" for retreat when the destination hex is not a base.




rtrapasso -> RE: No land movement if bombarded (10/31/2010 9:14:56 PM)


quote:

ORIGINAL: Lam0ttePicquet

Thanks a lot.

We will continue to "ask" for retreat when the destination hex is not a base.


If you want to get to a hex nearby (hex xx,yy), the trick is to try to find a base whereby if you retreat to the base you will then pass through hex xx,yy.

This is not infallible, however... sometimes you end up going off somewhere where you didn't want to go... [:@] [&:] You have to keep monitoring the units in question, especially when they get to when they should move.




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