Impulse Movements ?

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

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wargamer123
Posts: 278
Joined: Sun Sep 30, 2007 4:05 am

Impulse Movements ?

Post by wargamer123 »

I noticed something, I had some Serbian troops I was retreating from the frontlines with a non-Activation Point movement... Though the Austrians attacked and locked my troops from retreating? The hex they were going to had no adjacent enemy troops so it was a very clean get away I just am a bit peed to lose my frontline troops before I could consolidate them.

Hmmm, Am I missing something...
hjaco
Posts: 872
Joined: Fri Mar 23, 2007 4:09 pm

RE: Impulse Movements ?

Post by hjaco »

You must remember that movement is being carried out simultaneously. If the Austrians get to attack your units before they get out of the hex then their movement is being cancelled.
The formula for determining the order of movement for each unit is as follows.

First, if being activated by an HQ add a D6 (random # from 1 to 6) per the offensive value of the HQ. If not activated the value is 1 + d4.

Second, add the corps readiness. If the unit is cavalry, add 10.

Third, if the corps is on the front line it adds a random # from 1 to whatever the corps Readiness is.

Fourth, if the corps is moving from a friendly hex to a friendly hex add a random(Readiness) again.

Fifth, modify for terrain : Forest or Marsh means reduce by 20%. Rough means reduce by 33%. Mountains by 50%
Hit them where they aren't
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: Impulse Movements ?

Post by SMK-at-work »

It's an old military adage that retreating in the face of the enemy is the most difficult manouvre of all to carry out in good order.
Meum est propisitum in taberna mori
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