Action points in land attacks

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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Xenomath
Posts: 49
Joined: Thu Oct 25, 2007 10:46 pm

Action points in land attacks

Post by Xenomath »

During a land attack, each attacking unit can only participate as many combat rounds as there are action points left, divided by 10, right?
But it seems like it's not really a cost, since unless you run out of action points, the attack does not cost more than a simply move into that hex would have cost.
I didn't really realize the implications of this until a few matches ago. For example you can't delay an attacking enemy unless you win a combat, a 7 turn combat won't cost the attacker any more APs than a weakly or undefended hex (if he has 80+ APs).

I do wonder if this this is by intention.
If yes why and if everyone was aware of it.


xBoroNx
Posts: 404
Joined: Sat Dec 08, 2007 10:32 am

RE: Action points in land attacks

Post by xBoroNx »

Yes but the attacker might lose lots of readiness during the combat too, so it at least indirectly delays him somewhat then. And then there is i think the ZoC-Mechanism, don't know exactly how it works though.
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