Page 1 of 1
Possible bug/exploit with enemy counters?
Posted: Wed Oct 31, 2007 9:45 pm
by MarkShot
I am still just learning the interface. It seems during the orders phase when you move an activated stack ... you first your stack move and cover the enemy counter.
Generally, there is going to be a single counter there, since you don't know what it there. However, it looks like if you right click, then you will step through the number of enemy counters that are in that hex. I think you can effectively measure the number of corps the enemy has in the hex.
Has anyone else noticed this?
Thanks.
RE: Possible bug/exploit with enemy counters?
Posted: Thu Nov 01, 2007 7:40 pm
by BaitBoy
Can't remember what build it was, but once I moved a cav unit onto an enemy hex, and I could right click through the enemy units as if I had an air unit recon the hex. I could then calcle the move and do it again in a diferent hex.
RE: Possible bug/exploit with enemy counters?
Posted: Thu Nov 01, 2007 7:45 pm
by MarkShot
Yes, it would appear similiar except the enemy counters are pretty generic, but can count the number present.
RE: Possible bug/exploit with enemy counters?
Posted: Thu Nov 01, 2007 8:38 pm
by SMK-at-work
I'm not sure of this specific case, but there are essentially 4 levels of recce for an enemy occupied hex AFAIK:
1/ you know nothing - the hex shows empty even if it is full of enemy
2/ You know the hex is occupied - 1 generic counter shows in the hex
3/ You have some idea of the number of troops in the hex - 1 generic counter shows for EACH enemy unit in hte hex - AFAIK Corps, HQ's, cav and artillery all count - so you get 4 generic counters whether the hex contains 4 HQ's or 4 Corps or 4 arty, etc. You can click through these to count the number.
4/ Air recce - gives you detailed info on every enemy unit in the hex.
I think they way it is supposed to work is that if you attack a hex then the depiction doesn't change - so if you attack an apparently empty hex that is actually occupied, then it stays "looking" empty right up untl the combat is resolved - so you get no "warning" in your own phase. Ditto with levels 2 and 3 - they stay the same too.
Most hexes that are adjacent to your forces will be at level 3 - ie they show 1 generic counter per unit in the hex. If you unvade such a hex then you should still be able to count the number of enemy elements in the hex.
What would be a problem (I think) is if you were invading a hex that was at level 1 or 2, and were presented with level 3 when you moved -since you could then change your move - but it's not clear that that is what your situation was.
RE: Possible bug/exploit with enemy counters?
Posted: Thu Nov 01, 2007 9:12 pm
by Franck
What would be a problem (I think) is if you were invading a hex that was at level 1 or 2, and were presented with level 3 when you moved -since you could then change your move - but it's not clear that that is what your situation was.
I saw that happen in a game VS the computer ( case 1 becoming case 2 or 3 I don't remenber ). It went for Russia first. On my first turn I usually use cavalry to advance on some hexes. When I moved my cavalry I saw a german counter appear with a white dot ( just like when you do recon ) I had cancel the move and I moved the cavalry to an adjacent hex. That's when I uncovered this. This appeared at many places. I ''pretended'' I saw nothing and since I had decided to make a daring attack for Vienna on the first turn I had some corps whipped out and lost some hq and arty. Nothing to cost me the game, but still the worst start I ever had against the computer. Now I could see this beieng a problem. ( exemple in a PBEM I keep only small force to stop my opponent against France and use my air force over there so he doesn't know I'm planning to go east. Then on is first turn he had planned just like I did with Russia and would get a serious whooping BUT this just saved is ass somewhat. )