bugs with overruns and retreats

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kerog
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Joined: Mon Dec 23, 2013 7:35 pm

bugs with overruns and retreats

Post by kerog »

In the Barbarossa quick setup, there are a couple of Russian units in the clear that you can ground strike, get out of supply, and then should be able to overrun as they have a 2 defense. However, the game would not let me conduct the overrun. In the combat phase, the defense shows up properly as 2.

Later in the scenario I attacked a lone Russian 6-3 in a forest hex. The result on the blitz table was a 1/R. After I took my German loss, it went directly to advance after combat, without giving me a chance to retreat the Russian unit first. This made advance impossible.

I know sometimes what appear to be bugs are actually rules special cases; is there an alternate explanation for either of these cases? The first should be super-repeatable.
-Keith
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Courtenay
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RE: bugs with overruns and retreats

Post by Courtenay »

You can overrun the two overrunnable units in the Barbarossa scenario. You just have to stop in the hex before the overrun first. See this thread:
tm.asp?m=3490512
I thought I knew how to play this game....
kerog
Posts: 20
Joined: Mon Dec 23, 2013 7:35 pm

RE: bugs with overruns and retreats

Post by kerog »

Thanks, that's super-useful info! Any insight into the lack of a retreat step before advance after combat?
-Keith
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paulderynck
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RE: bugs with overruns and retreats

Post by paulderynck »

That one is most likely a bug.
Paul
kerog
Posts: 20
Joined: Mon Dec 23, 2013 7:35 pm

RE: bugs with overruns and retreats

Post by kerog »

But wouldn't that make the game virtually unplayable? Wouldn't lots of people be complaining about it? Or is it only on the solitaire version?
-Keith
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Courtenay
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RE: bugs with overruns and retreats

Post by Courtenay »

Yours is the first instance reported of this bug. It is not common; retreats have always worked in my games.
I thought I knew how to play this game....
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paulderynck
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RE: bugs with overruns and retreats

Post by paulderynck »

Looks like I mis-spoke then. If you can post a save of the game then one of the beta testers can see if they can replicate the issue, or find out why the unit seemed un-retreatable.
Paul
Shannon V. OKeets
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RE: bugs with overruns and retreats

Post by Shannon V. OKeets »

ORIGINAL: kerog

In the Barbarossa quick setup, there are a couple of Russian units in the clear that you can ground strike, get out of supply, and then should be able to overrun as they have a 2 defense. However, the game would not let me conduct the overrun. In the combat phase, the defense shows up properly as 2.

Later in the scenario I attacked a lone Russian 6-3 in a forest hex. The result on the blitz table was a 1/R. After I took my German loss, it went directly to advance after combat, without giving me a chance to retreat the Russian unit first. This made advance impossible.

I know sometimes what appear to be bugs are actually rules special cases; is there an alternate explanation for either of these cases? The first should be super-repeatable.
I just ran through a dozen combats using the 1D10 CRT with most of the results 1/R and a few -/1R, -/R thrown in. Most of the time there was a single defending unit. Once there was only a single attacking unit. The defenders usually had a choice of 2 hexes for their retreat but in some cases there was only 1 hex available.

In all cases the code performed correctly.


If you can reproduce this problem, I would like to have a saved game. Just zip the GAM file and upload the zipped file to a post in this thread.
Steve

Perfection is an elusive goal.
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