Hungarian Marauders

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers here.

Moderators: Joel Billings, Sabre21

User avatar
Telemecus
Posts: 4689
Joined: Sun Mar 20, 2016 8:32 pm
Contact:

Hungarian Marauders

Post by Telemecus »

What are the triggers which will lead to the home Hungarian armies being unfrozen in 1941? The following from the manual is not correct
ORIGINAL: manual
If the Soviets capture a Hungarian or Rumanian town either West of hex column 60 or south of hex row 110, then all of these Axis Allied units on the map are unfrozen

Here is an example of where we can see it is not correct.
ORIGINAL: glvaca, Glvaca v Panzerjeager Hortlund
However, at the beginning of T3 I see this and all Axis allies are still frozen: This is clearly West of X60.
Image

I managed to find some partial clues as to what it is
ORIGINAL: Telemecus, Glvaca v Panzerjeager Hortlund

Did a test of a game playing myself doing nothing but invading Hungary taking 1 town a turn. Nothing happened when I took Munkacs and Ungvar with in supply troops. However two turns after I also took Huszt Hungarian home forces finally activated. Just reading up on the history, the first two towns were taken from Czechoslovakia in the 30s. The third was as well but has a history of being in Rumania too.

Clearly some players do know what the real trigger is, and can use it in advantage against someone who does not. Could the rest of us know what it is now?
Wargamers Discord https://discord.gg/U6DcDxT
User avatar
Telemecus
Posts: 4689
Joined: Sun Mar 20, 2016 8:32 pm
Contact:

RE: Hungarian Marauders

Post by Telemecus »

Bumping this in case someone now knows the answer? Or is prepared to tell us now...
Wargamers Discord https://discord.gg/U6DcDxT
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

First of all:

Capturing the towns mentioned in your post, Ungvar and Munkacz, will most certainly trigger an Hungarian activation.

Let me explain:

On the soviet turn 1, a soviet unit will switch Ungvar to Soviet control.



Image
Attachments
ungvartrn1.jpg
ungvartrn1.jpg (397.01 KiB) Viewed 6362 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

At first sight on German turn 2, nothing happened.



Image
Attachments
grmturn2.jpg
grmturn2.jpg (391.45 KiB) Viewed 6362 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

If you just continue doing nothing and end the turn, we first get the soviet turn 2. Nothing has changed. Ungvar still is under soviet control. But..

Image
Attachments
svtrn2.jpg
svtrn2.jpg (390.11 KiB) Viewed 6362 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

Then, on the German turn 3, the Hungarians finally wake up to the harsh reality of Soviet occupation and mobilize en masse.

Image
Attachments
grmntrn3.jpg
grmntrn3.jpg (419.72 KiB) Viewed 6362 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

So it just takes a little patience for the Hungarians to activate.
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

On the rumanian border. You can capture the following 3 towns without anything activating. In this instance, I cleared the axis away, and captured the 3 rumanian towns (Stepanesti, Borosani and Sipote) on soviet turn 2.



Image
Attachments
svttrn2100.jpg
svttrn2100.jpg (411.31 KiB) Viewed 6362 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

Then on German turn 4, nothing activates.



Image
Attachments
grmtrn4100.jpg
grmtrn4100.jpg (422.41 KiB) Viewed 6362 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

If you capture the village Dorohoi (59,97) however, after two turns the Hungarians will activate. Not the Rumanians. They will never activate. The Italians however will activate together with the Hungarians in every scenario.



Image
Attachments
svttrn59.jpg
svttrn59.jpg (370.59 KiB) Viewed 6362 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

The accompanying axis turn 4. Note the activated Hungarians and still inactive Rumanians. The Italians in the southwest of the map have activated as well.



Image
Attachments
grmrn594.jpg
grmrn594.jpg (455.96 KiB) Viewed 6364 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

So. In general.

If you capture an Hungarian or Rumanian Town west of 60 (not including 60) or south of 100 (not including 100), 2 turns later the Italians and the Hungarians will activate, but not the Rumanians.




Image
Attachments
itlns.jpg
itlns.jpg (634.42 KiB) Viewed 6364 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

If the soviets, by some skillful maneuvering, succeed in capturing both Warsaw and Berlin on turn 2...

Image
Attachments
berlincprtsvt.jpg
berlincprtsvt.jpg (904.12 KiB) Viewed 6364 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

neither the Italians or the Hungarians, unreliable as they were, will stand up for the defense of their german allies.



Image
Attachments
berlincprtturn4.jpg
berlincprtturn4.jpg (695.44 KiB) Viewed 6364 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

Nor will they stand up for their Slovakian brothers in arms.

Image
Attachments
slvkn.jpg
slvkn.jpg (631.25 KiB) Viewed 6364 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

Or care much about Yugoslavia.



Image
Attachments
yugoslav.jpg
yugoslav.jpg (608.31 KiB) Viewed 6364 times
ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

I checked Finland as well. Again nothing happened. So, to summarize:

If you capture an Hungarian or Rumanian Town, (only one of these two nationalities), where the coordinates of the town must satisfy either X < 60 or Y > 100, then 2 turns later the Armies of the Italians and Hungarians will activate


ericv
Posts: 325
Joined: Sat Jan 21, 2012 8:44 pm

RE: Hungarian Marauders

Post by ericv »

Or if you will:

public int itmpTurn = 0;
public bool bActivateAxisAllies = 0;
If (Town.Nationality.Switched == 1)
{
If (Town.Nationality.Original == Rumanian || Town.Nationality.Original == Hungarian)
{
If (Town.Location.West < 60 || Town.Location.South > 100)
{
bActivateAxisAllies = 1;
itmpTrn = Game.CurrentTurn + 2;
}
}
}

If(bActivateAxisAllies && Game.CurrentTurn == itmpTrn)
{
Hungary.ArmedForces.ActivateAll();
Italy.ArmedForces.ActivateAll();
}
User avatar
tyronec
Posts: 5485
Joined: Fri Aug 07, 2015 5:11 am
Location: Portaferry, N. Ireland

RE: Hungarian Marauders

Post by tyronec »

Correct me if I am wrong, but I think this only applies if the captured towns are in supply.
There have been games were several towns have been captured from the L'Vov pocket with no reaction.
The lark, signing its chirping hymn,
Soars high above the clouds;
Meanwhile, the nightingale intones
With sweet, mellifluous sounds.
Enough of Stalin, Freedom for the Ukraine !
User avatar
Telemecus
Posts: 4689
Joined: Sun Mar 20, 2016 8:32 pm
Contact:

RE: Hungarian Marauders

Post by Telemecus »

ORIGINAL: tyronec

Correct me if I am wrong, but I think this only applies if the captured towns are in supply.
There have been games were several towns have been captured from the L'Vov pocket with no reaction.

Yes indeed the original AAR this sprang from tm.asp?m=4290822&mpage=4&key= quite clearly shows the towns captured and no trigger for many turns after that. Even with patience for many more than two turns nothing. But I guess you have the secret exception too. The trigger will not work if the troops doing the capturing are isolated? Or that the towns have to be not just captured but not isolated from the Soviet Union?
Wargamers Discord https://discord.gg/U6DcDxT
Post Reply

Return to “The War Room”