Idiot Question 7 Transcaucasion Military District

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matt.buttsworth
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Idiot Question 7 Transcaucasion Military District

Post by matt.buttsworth »

There are a large number of units in the Trans-Caucasian Military District bordering Turkey which I cannot move.

Is there a way I can change their headquartars so I can use them?

Do they become available automatically later in the game?

Or do they spend the whole game guarding against a Turkish invasion?

(Is there a minimum stacking requirement on teh Turkish border?)

Matthew
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Zovs
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RE: Idiot Question 7 Transcaucasion Military District

Post by Zovs »

These units are frozen (10.1-10.2), part of the manual:

Some units begin a scenario frozen in place with zero movement points for a set number of turns. The number of turns is shown in the hex pop-up text but only for the player that owns the unit (Fzn 2 indicates frozen for two more turns). Other units may be frozen by scenario specific rules. These units do not show the number of turns remaining in the hex pop-up text and unfreeze under special conditions as listed in the scenario rules. During each friendly logistics phase, the unit’s frozen turn counter is reduced by one, and when it reaches 0, the unit is no longer frozen and it will be given MPs for that turn. A unit frozen in this way may also be unfrozen if it is attacked, or if it begins a friendly logistics phase within 3 hexes of an unfrozen non-isolated enemy unit.
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Helpless
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RE: Idiot Question 7 Transcaucasion Military District

Post by Helpless »

Is there a way I can change their headquartars so I can use them?

No.
Do they become available automatically later in the game?

Yes. Afaik in 30 turns.
Or do they spend the whole game guarding against a Turkish invasion?

Some of them were in Iran.
(Is there a minimum stacking requirement on teh Turkish border?)


No.
Pavel Zagzin
WITE/WITW/WITE-2 Development
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