Building Bridges

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
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Tommi
Posts: 56
Joined: Tue Jul 03, 2001 8:00 am
Location: Finland

Building Bridges

Post by Tommi »

Is the building of bridges also a "percent chance of success per turn" thing (like blowing them is)? In KP scenarios I've been able to build bridges with 100% success, but in TAO scenario my German units had to wait three turns before the bridge was ready. Each time the "traffic jam" marker appeared, but no unit was able to pass (no matter how large or small) on that or the following turn. Wot the...?! As the Jerry is in kind of a hurry and behind a major river in that scenario, I was naturally a bit pi...erm...surprised.

Also, why on Earth is the blowing of bridges a dice roll dependant action for engineer units (if there are no enemies around at all)?
11 is louder than 10.
Pawlock
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Joined: Tue Sep 17, 2002 11:39 pm
Location: U.K.

Post by Pawlock »

Tommi wrote:Is the building of bridges also a "percent chance of success per turn" thing (like blowing them is)? In KP scenarios I've been able to build bridges with 100% success, but in TAO scenario my German units had to wait three turns before the bridge was ready. Each time the "traffic jam" marker appeared, but no unit was able to pass (no matter how large or small) on that or the following turn. Wot the...?! As the Jerry is in kind of a hurry and behind a major river in that scenario, I was naturally a bit pi...erm...surprised.

Also, why on Earth is the blowing of bridges a dice roll dependant action for engineer units (if there are no enemies around at all)?

Building bridges if allowed is always 100 percent, As for why your units would not cross, the traffic penalty is cumulative with hex terrain and actually crossing river, some units even without penalties in certain conditions will need to use extended movement to cross and even then some conditions may prevent this too. Also enemy zones of control nearby can effect movement penalties.
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Tommi
Posts: 56
Joined: Tue Jul 03, 2001 8:00 am
Location: Finland

Post by Tommi »

OK, I suspected it was so. Just couldn't imagine the movement penalties were so stiff (in this instance) as to deny movement altogether. Oh well, gotta use the "show mov't penalties" function more.
11 is louder than 10.
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