Zones of Control
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- Captain Ed
- Posts: 533
- Joined: Sun Mar 21, 2004 3:53 am
- Location: Victoria BC
Zones of Control
I have just started a couple of PBEM`s under 1.5 having played since the game came out
I have a question regarding ZOC. If as the japanese you have invaded and captured Mersing and have managed to get some armored units into Johore Baru due to a shock attack with pursue order made at Mersing is there a ZOC eminating from Singapore which will prevent the rest of the army from folowing the armored units.[&:] Under 1.4 I was able to do this, I hope it has not changed just had one of those panic attacks[:D]
I have a question regarding ZOC. If as the japanese you have invaded and captured Mersing and have managed to get some armored units into Johore Baru due to a shock attack with pursue order made at Mersing is there a ZOC eminating from Singapore which will prevent the rest of the army from folowing the armored units.[&:] Under 1.4 I was able to do this, I hope it has not changed just had one of those panic attacks[:D]
THE FIRST DAY OF YOUR DIET IS THE HARDEST
THE SECOND DAY IS EASY CAUSE YOU QUIT
THE SECOND DAY IS EASY CAUSE YOU QUIT
RE: Zones of Control
Ed, at work now and no one has answered you yet. My guess is that since there is no movement between Singapore and Mersing, there is no english ZOC crossing over. Thus Japanese units will not be moving from ZOC to ZOC when they attempt to move from Mersing to Johore Baru and should be able to do that with no problem....terry

- Captain Ed
- Posts: 533
- Joined: Sun Mar 21, 2004 3:53 am
- Location: Victoria BC
RE: Zones of Control
Thank you that was the answer I wanted [:D][:D]
THE FIRST DAY OF YOUR DIET IS THE HARDEST
THE SECOND DAY IS EASY CAUSE YOU QUIT
THE SECOND DAY IS EASY CAUSE YOU QUIT
RE: Zones of Control
FYI - ZOCs in WitP are NOT so similar to what are conventionally of other board games. Nothing extends anywhere. Nothing stops you from moving PAST another unit. The ZOCs exist in the hex that are in only, but they leave "ghosts".
If your LCU is in a hex, it "stamps" the hex with your ZOC. As you march, you stamp your trail of bread-crumbs with a ZOC ("ghost" ZOCs). If you occupy a hex with an enemy LCU, you -both- exert a ZOC in the hex (think of it as a contested ZOC, where you -both- own it).
a. If no enemies are in your hex, you can move anywhere you want. This includes:
1. Hexes with no ZOC. You know "own" the new hex, and have uncontested ZOC.
2. Hexes with your ZOC and no enemy unit. You still own the ZOC.
3. Hexes with your enemy's ZOC and no enemy unit (an enemy "ghost" ZOC). You now "own" the hex, and have uncontested ZOC.
4. Hexes with both your and enemy ZOCs (there the contested ZOCs). You can enter, but hex remains contested.
b. If you occupy a hex with an enemy unit (it is contested ZOC), you can move into any hex that is NOT a enemy ZOC, this includes:
1. Into a hex with no ZOC (nobody owns it).
2. Into a hex with your own "ghost" ZOC.
** Note that you can NOT move into :
1. A hex with an enemy unit (it has sole ownership of ZOC).
2. A hex with an enemy unit and a friendly unit (contested ZOC). Your friendly unit is -not- enough to allow you to move into the hex!
3. An enemy 'ghost' hex. You -CANNOT- move into even an EMPTY hex, if it was last stamped with an enemy ZOC, if you are moving from an contested ZOC.
PAY ATTENTION TO WHERE YOU CANNOT MOVE INTO, ESP FROM A CONTESTED HEX!!!. Failure to do so, will get you surrounded (even only by ghosts!). Surrounded means Hotel California, no matter how many men you have.
It actually takes a little while to get accustomed to it (like I said, your not exerting a ZOC into adjacent hexes, like in conventional boardgames). I'm not saying I like it. But it's the way it is. If you don't understand it, and your opponent does, you better learn quick.
-F-
And FYI on Mersing (that base just northeast of Sing, I -think- it's Mersing). You can only move North and West from there. You cannot move (or retreat) directly to Sing from Mersing. There is no connection there (altho it looks like there could be). So if your guys are in Mersing, and the bad-guys are coming, you need to move west to that base (JB?), if you want to ultimately die in Sing.
-F-
If your LCU is in a hex, it "stamps" the hex with your ZOC. As you march, you stamp your trail of bread-crumbs with a ZOC ("ghost" ZOCs). If you occupy a hex with an enemy LCU, you -both- exert a ZOC in the hex (think of it as a contested ZOC, where you -both- own it).
a. If no enemies are in your hex, you can move anywhere you want. This includes:
1. Hexes with no ZOC. You know "own" the new hex, and have uncontested ZOC.
2. Hexes with your ZOC and no enemy unit. You still own the ZOC.
3. Hexes with your enemy's ZOC and no enemy unit (an enemy "ghost" ZOC). You now "own" the hex, and have uncontested ZOC.
4. Hexes with both your and enemy ZOCs (there the contested ZOCs). You can enter, but hex remains contested.
b. If you occupy a hex with an enemy unit (it is contested ZOC), you can move into any hex that is NOT a enemy ZOC, this includes:
1. Into a hex with no ZOC (nobody owns it).
2. Into a hex with your own "ghost" ZOC.
** Note that you can NOT move into :
1. A hex with an enemy unit (it has sole ownership of ZOC).
2. A hex with an enemy unit and a friendly unit (contested ZOC). Your friendly unit is -not- enough to allow you to move into the hex!
3. An enemy 'ghost' hex. You -CANNOT- move into even an EMPTY hex, if it was last stamped with an enemy ZOC, if you are moving from an contested ZOC.
PAY ATTENTION TO WHERE YOU CANNOT MOVE INTO, ESP FROM A CONTESTED HEX!!!. Failure to do so, will get you surrounded (even only by ghosts!). Surrounded means Hotel California, no matter how many men you have.
It actually takes a little while to get accustomed to it (like I said, your not exerting a ZOC into adjacent hexes, like in conventional boardgames). I'm not saying I like it. But it's the way it is. If you don't understand it, and your opponent does, you better learn quick.
-F-
And FYI on Mersing (that base just northeast of Sing, I -think- it's Mersing). You can only move North and West from there. You cannot move (or retreat) directly to Sing from Mersing. There is no connection there (altho it looks like there could be). So if your guys are in Mersing, and the bad-guys are coming, you need to move west to that base (JB?), if you want to ultimately die in Sing.
-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me

RE: Zones of Control
To see where the zones are, the player should press “w”. This will cause a white “A” (for Allies) or "J" (for Japanese) to appear on the map in each hex with a zone. If both sides occupy the hex, a letter for each side will appear.
Bodhi
- castor troy
- Posts: 14331
- Joined: Mon Aug 23, 2004 10:17 am
- Location: Austria
RE: Zones of Control
ORIGINAL: mantill
Is there a command to display the ZOC on the map.
press "W"
Oops, to late! [:)]
RE: Zones of Control
Thanks guys.
I'm surprised this isn't included in the hotkeys section of the manual.
I'm surprised this isn't included in the hotkeys section of the manual.

RE: Zones of Control
It's in the What'sNew.pdf file, it's not in the manual as zones of control weren't in the original release.
Bodhi
RE: Zones of Control
Ressurecting this thread rather than starting a new one...
I've run into a problem where I'm unable to advance into an adjacent enemy base (chinese). 'w' shows only japanese ZOC (mine) in the hex I'm attempting to leave, yet I get a message indicating I can't move from one enemy ZOC to another. There are numerous adjacent hexes with chinese units, but the units I'm trying to move are on the rail line, adjacent to one of my bases.
Is there some projection of ZOC from adjacent units? Or possibly a ghost ZOC that isn't showing on the 'w' display? or bug?
Thanks, if anyone has seen anything similar, or an explanation.
I've run into a problem where I'm unable to advance into an adjacent enemy base (chinese). 'w' shows only japanese ZOC (mine) in the hex I'm attempting to leave, yet I get a message indicating I can't move from one enemy ZOC to another. There are numerous adjacent hexes with chinese units, but the units I'm trying to move are on the rail line, adjacent to one of my bases.
Is there some projection of ZOC from adjacent units? Or possibly a ghost ZOC that isn't showing on the 'w' display? or bug?
Thanks, if anyone has seen anything similar, or an explanation.
RE: Zones of Control
ORIGINAL: qgaliana
Ressurecting this thread rather than starting a new one...
I've run into a problem where I'm unable to advance into an adjacent enemy base (chinese). 'w' shows only japanese ZOC (mine) in the hex I'm attempting to leave, yet I get a message indicating I can't move from one enemy ZOC to another. There are numerous adjacent hexes with chinese units, but the units I'm trying to move are on the rail line, adjacent to one of my bases.
Is there some projection of ZOC from adjacent units? Or possibly a ghost ZOC that isn't showing on the 'w' display? or bug?
Thanks, if anyone has seen anything similar, or an explanation.
There is no projection of ZOC to adjacent hex. Sometimes unit accepts the move order if you click the hex and not the base icon..sometimes vise versa. I think that may be the issue here. Have you tried that ?
Cheers,
M.S.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


- Graycompany
- Posts: 511
- Joined: Thu Aug 19, 2004 4:32 am
RE: Zones of Control
ORIGINAL: Feinder
PAY ATTENTION TO WHERE YOU CANNOT MOVE INTO, ESP FROM A CONTESTED HEX!!!. Failure to do so, will get you surrounded (even only by ghosts!). Surrounded means Hotel California, no matter how many men you have.
Now thats funny, I dont care who you are, thats funny.
I thought this place was a empire, now im the last, I can't be sure...


RE: Zones of Control
As Sardauker said, there does seem to be (sometimes) a distinction among clicking on the hex, the base, or even the enemy unit for some commands... I've wondered about this on several occasions, even asked about it, I think, in another thread and didn't get an answer... is this covered somewhere in the manual or in a read-me, maybe? I've looked and couldn't find it...
Cheers,
Burkowski
Cheers,
Burkowski
RE: Zones of Control
Also keep in mind that any hex you try to move to must be able to trace a valid supply line. [:)] I have been caught on this on, a group of chinese corps wouldn't move into a hex with an A in it because that hex did not have a valid line of supply, they just died there. [:@]
RE: Zones of Control
Thanks Burkowski,
That actually works. If I click on the hex it will accept the movement command. If I click on the base it gets refused with the moving between enemy ZOC excuse. Haven't experimented beyond that yet.
That actually works. If I click on the hex it will accept the movement command. If I click on the base it gets refused with the moving between enemy ZOC excuse. Haven't experimented beyond that yet.
RE: Zones of Control
ORIGINAL: Burkowski
As Sardauker said, there does seem to be (sometimes) a distinction among clicking on the hex, the base, or even the enemy unit for some commands... I've wondered about this on several occasions, even asked about it, I think, in another thread and didn't get an answer... is this covered somewhere in the manual or in a read-me, maybe? I've looked and couldn't find it...
Cheers,
Burkowski
It's not covered in manual..but I did see it in one thread. Might have been Frag or Nikademus that said it. It's one of those "undocumented features".
Cheers,
M.S.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

