weird Finn in fite bug

This forum is for official support and troubleshooting FAQs.

Moderators: JAMiAM, ralphtricky

Post Reply
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

weird Finn in fite bug

Post by freeboy »

The finns are gone being overrun byu my forces, and the sweeeds have baricaded the two hex costal narrow path allong hte rail North into the Finn Sweed border area. My Art will not attack into these hex, and a supperior force attacks, at like 12-3 and I get NO casualtiees listed for defender and severe losses for attacker. I mean 0 not one mg sqd etc for thosee defenders that should have broken and run. Especially concerning is the art not being able to be assigned either directly or through the plot attack funtion? that pulls up all the art and air that can attack. the art is two hex away.. I can send the fil to Ralph if you need me too
"Tanks forward"
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: weird Finn in fite bug

Post by JAMiAM »

What is the range of the artillery unit? Does it actually have any equipment currently assigned that is capable of firing at that range? Is either the target hex, or the hex that the artillery is firing from, a distance hex? Severe casualties will often be the result of an attack from an overstacked hex, without flanking penalties on the defender. Especially when the defenders are in good terrain and/or fortified. So far, it doesn't sound like a bug, so much as simply a stubborn defense. However, if you give me more specifics, then we'll see what's going on.
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: weird Finn in fite bug

Post by freeboy »

the range is two, and all them boys have big guns.. they just will not attack.. and then the whole attack and not get lossesto the enemy while having a huge advantage and taking losses is a bug.. I see the hex as somehow part of an exclusion zone that seems to be screwing up the issue, so I am as a workaround sending my troops all the way around to attack via the "norther" route.. not solving this issue but working the need to press the Sweeds in my game.. would you like a save file? let me know
"Tanks forward"
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: weird Finn in fite bug

Post by JAMiAM »

Are you saying that you're trying to attack units in an exclusion zone hex?
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: weird Finn in fite bug

Post by freeboy »

Can you look at the map. It looks like everyone can move through these hex.. but they are next to the black non hexes that devive northern rout to Murmansk.. and the Sea.. which has an exclusion zone.. the hex do not look prohibited though.. not greyed out etc. I launced two terrible attacks sat greeat odds, should have gotten retreat results and then been able to over run the enemy.. so, is there an exclusion zone between finnland proper and Northern Finland coastal?
"Tanks forward"
User avatar
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: weird Finn in fite bug

Post by Veers »

You need to either
a) post a screen-shot of the location,
b) upload a saved game file, or
c) give us the coordinates of the hex (i.e. 99,44)
 
My guess, based on your desriptions, is that you are somewhere in the Oulu area, where there are distance hexes.
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: weird Finn in fite bug

Post by freeboy »

the evil enemy is in hex 100,43 99,44 and I saw nothing in any notes about the death ray penalty for these hex? hexi? or hexes?
"Tanks forward"
User avatar
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: weird Finn in fite bug

Post by Veers »

Yes, these hexes are distance hexes. Therefore your artillery is not supporting your assaults. His artillery (if you are attacking from the north) is likely offering him good support, and, therefore, could be mowing down enough of your troops to cause them to break off before they are able to inflict any casualties to the defender.
You can tell these are distance hexes in two ways
a) they have a second 'outline' of the hex shape and
b) If you put your mouse over them they will say, "distance +25"
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: weird Finn in fite bug

Post by JAMiAM »

ORIGINAL: freeboy

the evil enemy is in hex 100,43 99,44 and I saw nothing in any notes about the death ray penalty for these hex? hexi? or hexes?
As I supposed before, those are distance hexes. Furthermore, they are +25 distance hexes. Apparently, the designers made the same mistake that others have made in assuming that the +25 adds to movement penalties, etc. They don't affect movement costs, but they do add to the range when calculating distance from firing hex to target. Thus, unless you are adjacent to the hex, your R:2 units will not be able to fire into the hex. If you don't have any air units that are within range (taking into account the +25 distance) you will be sorely lacking in the ability to reduce the entrenchment of the units in the hex, and you can basically consider that if they are Fortified, then they are around 8 times stronger than the numbers on them suggest. Also, given the constriction by the non-playable hexes, you will not be able to get a flank attack against the units. To top it off, if you are attacking from overstacked hexes, then the defender's bombardment losses to your forces, will probably break off your attacks, before your units ever have a chance to fire.

In short, no game engine bug. However, there are some questionable design elements here, and you should be using better tactics to break the line, if you need to get through. Or, to go around, if there is another way.

If you need to get through, you are going to need a sizeable numerical superiority, patience and a little luck. You need to use many smaller, successive attacks against the units in the target hexes, so that you can gradually wear down the defender's readiness, supply, and hopefully their deployment status. Do this from lightly stacked hexes (no yellow, orange or red density indicators). You can keep your reserves in hexes behind your front line. If you have artillery units, they will need to be set to attack directly from an adjacent hex. Expect to take losses from them, since you won't be able to leave them in reserve (support) mode. Whenever possible, use heavy bombers to assist in the attacks. It may take several turns before this type of siege warfare has the desired results, and will depend on the level of reserves that both you and your opponent can commit to the area. Run a few attacks with your units against the defenders, then cycle out the tired, depleted units, and cycle in fresh troops. Rinse and repeat, as it says on the shampoo bottles...[;)]
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: weird Finn in fite bug

Post by freeboy »

actually the idea to go around them and attack allong the rail to Murmansk break through there and drive towards the coast. This plan should work as the Axis face manpower shortages of monumentall proportions starting yesterday and I am leader of the free and liberated poeples RED army .. an army that never tires aof lossing a few hundred thousand troops a turn!
 
Thanks guys, I knew something was hinkii with those hex!
"Tanks forward"
Post Reply

Return to “TOAW III Support”