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Swaping Units/entrenchment

 
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Swaping Units/entrenchment - 1/13/2020 11:57:31 AM   
Kardinalinfant81

 

Posts: 11
Joined: 11/14/2019
Status: offline
Hey there,

I think I found a little mistake/bug in the game:

You need one left action point to build trenches with a unit. So it shouldn't be possible to entrench a Corps in a new
conquered hex, for which you need four action points to move into (mountain hexes with a ZOC for example). But with a Little
trick it is absolutely possible to do so (tested it at the Alpes-Front with Austria and in the mountain Hexes in eastern
France near the swiss border). The trick is:

1. move into the Hex with a unit, which still has his strike-aility for thie turn left (I belive it doesn't work if the unit
has already fought this round).
2. Choose another unit with all action points left in an adjacent hex.
3. Swap these both Units (which ist to my surpise possible even if the first unit has noc action points left, but I believe
the "active" Unit has to be the one which has still Action Points left).
4. The unit choosen in No. 2, which has now moved into the new conquered hex, has still 1 Action Point left after swapping
and can now entrench in this hex.


I cannot imagine, that this is really intended to work in this way, because you can avoid the entrenchment/action point
rules with this method. Maybe a Point for the next patch?
Post #: 1
RE: Swaping Units/entrenchment - 1/13/2020 8:51:21 PM   
Dalwin

 

Posts: 337
Joined: 3/31/2005
Status: offline
I believe it is intentional that moving laterally along your own lines takes less effort than advancing into enemy territory. There are a number of ways to take advantage of this, but there are tradeoffs as well. The unit you swap in to build the trenches will not have had time in the hex for its own entrenchment level to build up. It would have had stronger defense had it stayed where it was. This becomes more pronounced at higher levels of trench warfare technology.

This situation also does not tend to arise if it took a lot of effort to clear the hex since the adjoining unit will likely have spent themselves already.

I believe this is all working exactly as intended.

(in reply to Kardinalinfant81)
Post #: 2
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