Front line and Zone of Control Question

Kharkov: Disaster on the Donets is the latest strategy title from the award-winning team at Strategic Studies Group. A synthesis of the very best elements of two critically acclaimed and top-rated game systems, Decisive Battles and Battlefront, and a successor to both, the new Kharkov: Disaster on the Donets brings to life a campaign of epic scale and dynamic battles on the Eastern Front of World War II.
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emcgman
Posts: 185
Joined: Thu Jun 07, 2007 2:20 pm

Front line and Zone of Control Question

Post by emcgman »

What exactly is the method for counting out and determining whether your unit(s) will be within your front line zoc after they move. Especially in a closely contested area with enemy units adjacent. I understand that if all the conditions are not immediately met, it will take until next turn for you to achieve zoc for the new hex.

It seems the AI knows exactly how to determine this because it almost always ends up with it's units within it's front line zoc the same turn once it advances. Of course, this allows entrenchig, that is my ulterior motive. [:D]

From the manual, it seems it has something to do with the amount of steps, or units, I can't tell which, or if it depends on how many adjacent surrounding hexes, etc.

Thanks
Tempest_slith
Posts: 126
Joined: Sat Jun 09, 2007 5:17 pm

RE: Front line and Zone of Control Question

Post by Tempest_slith »

I read your post as questions of 2 different concepts, hex control (to enable entrenchment) and ZOCs.

Hex control:
Every hex is always either friendly or enemy controlled. Hex control is established at the beginning of a player turn and will not change during that player turn (see manual section 23.1). A player can only entrench in a friendly controlled hex. ZOC affects how hex control occurs but has no bearing on the ability to entrench.

If you right click on a hex, that hexes controlling side is shown by a nationality flag(s) in the upper left of display. A single nationality flag shows the hex is controlled by that side, and one flag superimposed on another shows the hex is controlled by the underlying flag's side but the hex is now contested (see manual section 23.1) and might change hex control the next player turn.

The F key will show the general front lines (hex control) of each side but will show enemy controlled contested hexes as friendly as well.

ZOC:
ZOC is the movement inhibiting affect of adjacent enemy units on friendly movement in a hex (see manual 23.5). An enemy combat unit step will project a 2 OP penalty in every adjacent hex, i.e. a 3 step enemy combat unit will cause a 6 OP penalty for friendly movement in adjacent hexes. The P key will show the total of all movement penalties in a hex, which can also results from non-zoc causes such as combat debris, detachments, interdiction.
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emcgman
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Joined: Thu Jun 07, 2007 2:20 pm

RE: Front line and Zone of Control Question

Post by emcgman »

Thanks greatly for the detailed clarification of both concepts.
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