Malor -> RE: Attacks into/from Marsh Hexes should be more restricted (1/6/2017 11:18:37 PM)
|
Bill, I'm not actually selecting a unit when I'm reviewing the movement cost. I'm just hovering the mouse over a hex and reading the info displayed in the bottom left control panel. For the hex shown in your image with a 3 in it (the end of the path), I see a movement cost of zero while the two hexes to the NE and SE of the hex (across the river but still marsh show +1 movement cost. I would expect a zero penalty for the first hex in the path because of the road, but not because of the river. For another example, follow the river east of Novograd until it hits the next city. The hexes with a river have a zero movement cost and the ones without the river have a +1 cost in the display. I'm trying to understand why the river would reduce cost because it not like the units are floating on it. They could navigate along it of course, but in a game of this scale, I don't think that makes sense because they still would need to fight in the entire hex. Based on your image, the issue may be a simple display issue with the panel. But since I've see tanks move through marsh like it does not exist I think an additional penalty for tanks is required. At the unit scale the game uses (Army and Corps) that could mean anywhere from 20000-60000+ men and their machines moving through a marsh. While I agree it is possible, I don't think they could do it and still remain a fighting force at the other end without time to rest and reorg. Moving three hexes and still being able to attack twice is a big stretch, even when the turns are four weeks long, I.E. "winter" which would add it's own issues. How can I generate a screen print from within the game to attach after adding my notes to help descript what I'm seeing? Thanks for listening. Malor
|
|
|
|