henri51 -> RE: Encirclement Tips (1/12/2011 2:10:52 PM)
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quote:
ORIGINAL: ComradeP We've tried to clear up the confusion a number of times, but people only seem to get more confused. With hex control on, anything you see shaded in bright green or bright *hex type colour* is what you owned at the start of your turn. Those are friendly hexes. Everything shaded with a darker colour, but not red, is "pending". It will turn to your control after you hit end turn. Those hexes are still considered to be enemy hexes as far as the MP movement cost is concerned, but non-combat units can move through them normally, provided there are no enemy units next to the hex. Red shaded hexes are enemy hexes. I am not trying to argue, just trying to understand. And thanks for trying to make me understand. The shading is useful for my move, but it is useless for the understanding of the Soviet move (playing against the AI), since I never see their move but only the RESULT of their move.So it is irrelevant for this discussion.Part of the confusion is that I am discussing playing against the AI whereas you are assuming pbem play. From what you say, for purposes of getting out of a pocket, pending or no pending has no effect, since ownership and MP requirements for the phasing player only changes at the end of a move (friendly or otherwise). So when the Russian AI is moving (invisibly), whether or not he has pending hexes is irrelevant to getting out of the pocket. This implies that as the Germans, if I close a pocket with pending hexes (say leaving one or 2 hexes between my encircling units), the Soviets cannot make it easier to leave the pocket by getting "pending hexes", i.e.by moving a unit from outside the pocket into an encircling hex adjacent to one of my encircling units.Any hex that becomes pending for the Russian will only change to Russian ownership at the end of the Russian move. Assuming this is true, it leaves two questions: 1) How did the Russians get out of the pocket? 2) Does the intruding Russian unit cancel out my ZOC on the hex he is occupying, therefore allowing Russian units to enter that hex and leave it without paying any penalty? For purposes of discussion, suppose all clear terrain. If (2) is true, if there were only one empty hex between my encircling units (now occupied by a Russian unit during the Russian move), a Russian escaping the pocket would still have to enter one of my ZOCs before entering the Russian-occupied hex, then enter another of my ZOCs as he leaves the Russian hex, then pay the cost of leaving an enemy ZOC as he gets away.This is a lot of points in addition to the points required to get to the edge of the pocket... If there were 2 hexes between my encircling units, then an escaping Russian unit could get out without going through any of my ZOCs, but he would still have to pay the movement costs to get out of the pocket, and whatever the movement cost is to get over one of his own units that is in my ZOC. For play against the AI, there have been previous discussions (which I did not understand) to the effect that the AI rules presume some kind of "simultaneous" movement that may or may not contradict the above description of what happens during the Russian move. Is that the problem here? Does the AI have some "special" rules that allow them to get out of the pocket more easily? If so, where is this in the manual? Henri
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