movement

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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randell765
Posts: 213
Joined: Fri Mar 18, 2005 12:56 am

movement

Post by randell765 »

I am a bit confuded by the movement structure. So this means if there are 2 armies next to me and I attack them, if we move at the same time,what happens if they move out of that hex? Do I attack an empty hex?

Should I attack stacks that have not been activated by HQ, so that they cannot move out of the attack path?

Also,if I flank the enemies hex on round 1, and then I attack on round 2, the enemy will be at a lower efficiency?
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: movement

Post by SMK-at-work »

It depends on whether the computer figures out that they moved out before you moved in or not.

If thye moved out you capture an empty hex.  If not you fight.  If you tried to move into each other's hex then there's a fight.

I don't recall what the criteria is for determining all these, but there is some! :)

You don't know whether enemy hexes are activated or not, and AFAIK there's no flanking adjustments.
Meum est propisitum in taberna mori
randell765
Posts: 213
Joined: Fri Mar 18, 2005 12:56 am

RE: movement

Post by randell765 »

How many hexes can your troops move in one turn or is it 1 hex per movement?
7th Somersets
Posts: 284
Joined: Thu May 25, 2006 1:20 pm

RE: movement

Post by 7th Somersets »

Approx 3 hexes per turn normal movement through your own country. Strategic redeployment is higher.
 
1 Hex/turn into enemy territory provided you are cavalry starting the turn stacked with infantry or infantry that have been activated.
randell765
Posts: 213
Joined: Fri Mar 18, 2005 12:56 am

RE: movement

Post by randell765 »

1 Hex/turn into enemy territory provided you are cavalry starting the turn stacked with infantry or infantry that have been activated.
 
This has been mentioned before.  Does cavalry not need to have an activation point used to have them move or attack?  Also, if calvary is with infantry, then are the infantry exempt from having to use an activation point?
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: movement

Post by SMK-at-work »

ORIGINAL: 7th Somersets

Approx 3 hexes per turn normal movement through your own country. Strategic redeployment is higher.

1 Hex/turn into enemy territory provided you are cavalry starting the turn stacked with infantry or infantry that have been activated.

what turn are you taqling about? normal movement is 1 hex per phase (turn) in all circumstances. Tehre are 2-4 phases per 2-month strategic turn .

Randell - Cavalry does not need an activation point to move into enemy territory or attack ONLY if it starts the turn stacked with infantry. However it cannot attack or move into enemy controlled cities at all.

If the cavalry occupies a hex using this then the infantry can move in next turn since the hex is now controlled by their side. So an infantry/cavalry stack can move into enemy controlled territory 1 hex every 2 turns - but only if the hexes are vacant.
Meum est propisitum in taberna mori
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