operating
Posts: 3158
Joined: 1/19/2013 Status: offline
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quote:
ORIGINAL: amtrick Quick note. Playing as Entente, SP. Used a small garrison sitting outside its city hex to finish off a German garrison unit. It then did the advance after combat, and ended up two hexes from the city hex. Is now immobile. Not a big deal since this is pretty much of a special case, but I wanted to point it out. Need to reiterate, though, that small garrisons still don't consume manpower points to repair. Means your "real" units have to whack them hard to actually hurt, since they get a 3 point repair each turn for free. You also might come off on the losing end of the deal if your "real" unit takes a loss in the attack and requires actual resources to repair. If I understand you correctly; When the SG polished off the CP unit it had 2 choices from what you want it to do (For it does not advance into the vacated hex automatically). (one) You don't move SG after attack, or (2) You advance SG into vacated hex as a spoil of war/combat, but leaving it 2 hexes from a city hex. To bring that SG back adjacent to a city hex on a follow up turn, you have to have a unit between the SG and the nearby city hex or one of it's surrounding hexes, once in position you are eligible to do a unit swap the following turn: garrison<SG as an example. After that is done the SG should move freely. When SGs lose strength points they are counted towards that side's overall combat losses, which I believe will show in the Management window in Kills/loses, over time the tally effects NM or MP. I'll have to pay closer attention to be confident about the results..
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