Screenshot from the stock 1939 Campaign, no moves executed.

Moderators: MOD_Strategic_Command_3, Fury Software









[font="Courier New"]-1[/font]ORIGINAL: sPzAbt653
Select the Tank unit and plot it to move to Poznan.
![]()
ORIGINAL: TheBattlefield
In the following, you give a completely different (but at this abstraction level and without renouncing targeted area reconnaissance) very meaningful command: Day 1, armor group move slowly forward, take a safe position and clear from there the environment within your possibilities. Day 2-7, move forward, take an attack position and attack the recognized defenders of the city of Poznan. Command has been (successfully) executet. Goal achieved. Result as expected in the (superior) attack on a defended city.
ORIGINAL: The Land
It's still a design problem though.
That's sloppy game design.
ORIGINAL: The Land
The player faces no actual tradeoff or decision to make except whether to spend more of their (out-of-game) time moving the unit hex by hex, or whether to do the obvious thing the interface wants you to, and then accept the risk of suboptimal results.
I think this actually supports my position on the matter, because doesn't this mean that for days 2 thru 7 the attacking tank unit sits and does nothing?an average span of 7 days/turn ... Results at the end of the first day: Fighting with an existing Polish army
No problem there, this is why I took the time to post all this, because I would like to know what others think. Thank you for taking the time to post about it, although I am still not convinced [but we do have a bit of a language barrier as I don't quite understand all of your points [:)] ]in this example, I still lack a real necessity of an intervention.
Well put !The player faces no actual tradeoff or decision to make except whether to spend more of their (out-of-game) time moving the unit hex by hex, or whether to do the obvious thing the interface wants you to, and then accept the risk of suboptimal results.
I know what you mean but that sounds kind of harsh. During five months of beta testing I can certify that nothing sloppy was going on. The developers are tight, knowledgeable, and very responsive to issues. During that time this 'surprise' mechanic did come up a couple of times but none of us [beta testers] pressed the issue as it is be presented here. So I would conclude that the developers may likely take the position of Mr. Battlefield, and consider the position of those new to the system as possibly condemning a mechanic that is not fully understood. If this is the case then this is actually anti-sloppy behavior, as we don't want changes made on whims.That's sloppy game design.
Indeed ! But most often I find that the unit can travel the same distance. However, I am not advocating any penalties for moving one hex at a time [this is merely a solution to the matter]. What I am advocating is a change to the FOW mechanics.it can be obviated by tedium (with no other trade off with respect distance unit can travel
Thanks for mentioning this, as it is no small penalty and could maybe be a possible balance issue. The computer doesn't move one hex at a time and is therefore more susceptible to surprise losses than the human. Again, I am not advocating changing movement rules, it's the FOW that I disagree with.Basically a penalty to the AI against a 'patient' player.