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Gamechanger? - 8/8/2021 8:44:42 PM   
APrusty

 

Posts: 12
Joined: 12/28/2020
Status: offline
Air Interdiction =
Slowing/stealing the infantry division's MP.
While hitting them with some attrition, and exhausting them from the disruption (more fatigue).

How you might ask.
Well by restoring "enemy control" / taking away the benefits from "friendly controled hexes".


from the E-book manual

"22.2.1. Rear Area Administrative Movement

Ground unit movement costs are reduced if the unit is
moving in hexes that were friendly controlled at the start
of the turn. In a clear hex in clear weather the cost for an
infantry unit will usually be 1 MP compared to the cost of
2-3 MP when entering a hex captured during the turn (i.e.
one where you have ‘pending control’).
The rear area administrative rule will apply when:
- moving in hexes that were friendly controlled at the
start of a turn (7.3.1)
- not adjacent to an enemy controlled hex (both the hex
exited and the hex entered)
-there is no enemy interdiction in the hex (at any level
above zero)"

Is this the hidden benefit of air interdiction? Delaying Infantry. NOT the panzer advance?
Could it realy be done?
Hmm

Okay. We have read that moving in controlled hexes count as "Rear Area Administrative Movement".
And "Rear Area Administrative Movement" only apply when;
"there is no enemy interdiction in the hex (at any level above zero)"

NOW, here comes the BIG, QUESTION!

Does a friendly controlled hex that has enemy air interdiction higher than 1 count as enemy controlled hex?
Making the MP cost return to "2-3 MP when entering a hex captured during the turn" instead of 1MP for friendly controlled hex.


I want an answer from the creators/admins which clarifies the situation.
I like the complexity of this marvelous game.

EXTRA material

"Moving units in hexes you controlled at the start of
the turn will be quicker and see them gain less fatigue
than moving into hexes that were enemy controlled."

38.7 - Check the stats for Rear Area Administrative Movement

"Any level of interdiction will prevent the usage of
administrative movement through the hex.
Leaving hexes with higher levels of interdiction will
impose increased movement costs and possibly extra
losses in the form of disruptions, damaged and destroyed
elements"

Source = E-book manual

< Message edited by APrusty -- 8/8/2021 9:46:55 PM >
Post #: 1
RE: Gamechanger? - 8/8/2021 9:40:27 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline
well I'd suggest the rules work as written ... so no level of interdiction takes control of a hex, but all interdiction potentially hampers movement OUT of that hex

so admin movement is incredibly useful as a tool to bring up your infantry etc, esp for the Germans in 1941, denying it is a very valueable riposte

You can see the move most per level of interdiction in the manual - 38.7.2

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(in reply to APrusty)
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