Movement class, how derived?

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Captain Cruft
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Movement class, how derived?

Post by Captain Cruft »

The manual is not clear on this.

I am not talking about the numerical Movement Allowance, since the manual states that this is somehow derived from equipment that the unit has. Indeed I have seen that otherwise identical infantry units with more trucks get slightly more MPs. What I am referring to is the movement class as shown on the Unit Report. This can be one of Invalid, Very Slow, Foot, Mixed or Motorised, or at least those are the ones I have seen so far.

Is this derived from the unit counter (icon?) Or, again, is it some function of the unit's equipment? I was assuming it was counter-based but then I noticed that some HQ units were mixed and some motorised. That's HQ counters not the "flag HQ" counters BTW.
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golden delicious
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RE: Movement class, how derived?

Post by golden delicious »

ORIGINAL: Captain Cruft

Is this derived from the unit counter (icon?) Or, again, is it some function of the unit's equipment? I was assuming it was counter-based but then I noticed that some HQ units were mixed and some motorised. That's HQ counters not the "flag HQ" counters BTW.

With the exception of "invalid", which is afforded to fixed and coastal artillery units, this particular attribute is equipment based. Essentially the more motor vehicles you add, the more a unit shifts from foot, to mixed, to motorised movement. "Very slow" is assigned to any unit with equipment which "requires transport" but which does not have any transport. Note that for some reason cavalry can be used as transport.
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Captain Cruft
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RE: Movement class, how derived?

Post by Captain Cruft »

I see, excellent. The more I understand of the logic of this game the more I like it. Perhaps I shall go and mess around with the scenario editor to see just how many trucks you need to change your movement class ...

So the counter is only relevant for special movement capabilities e.g. ski, bicycle, airborne etc.
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golden delicious
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RE: Movement class, how derived?

Post by golden delicious »

ORIGINAL: Captain Cruft

So the counter is only relevant for special movement capabilities e.g. ski, bicycle, airborne etc.

Yeah. Most counters don't do anything at all. "Armoured Antitank" is the same as "Cavalry Heavy Weapons" as far as the game is concerned.
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Chuck2
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RE: Movement class, how derived?

Post by Chuck2 »

ORIGINAL: golden delicious

ORIGINAL: Captain Cruft

So the counter is only relevant for special movement capabilities e.g. ski, bicycle, airborne etc.

Yeah. Most counters don't do anything at all. "Armoured Antitank" is the same as "Cavalry Heavy Weapons" as far as the game is concerned.

Not quite true. The PO uses the icon for making decisions.
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golden delicious
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RE: Movement class, how derived?

Post by golden delicious »

ORIGINAL: Chuck2

Not quite true. The PO uses the icon for making decisions.

Where did you read that?

Anyway, that seems problematic. With the non-functional counters (i.e., not artillery or HQs) you get quite a range of capabilities depending on the composition. Will the PO ignore the differences between an infantry regiment circa 1914 and circa 1944?
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RE: Movement class, how derived?

Post by Chuck2 »

ORIGINAL: golden delicious

ORIGINAL: Chuck2

Not quite true. The PO uses the icon for making decisions.

Where did you read that?

It came up in beta.
Anyway, that seems problematic. With the non-functional counters (i.e., not artillery or HQs) you get quite a range of capabilities depending on the composition. Will the PO ignore the differences between an infantry regiment circa 1914 and circa 1944?

Don't know.
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