Movement Bug
Posted: Wed Apr 16, 2008 3:34 am
The Rules say that it costs 2 extra movement points to enter a hex which is in the ZOC of 2 or more enemy units. So if for example there are 3 intervening hexes between 2 Russian units which are side by side and an enemy infantry unit (with 4 movement points) the enemy unit should not be able to move into a hex which is adjacent to both Russian units as this would cost the unit 5mps (1+1+1+2 for the ZOCs). This in fact works so long as the the enemy unit can see the Russian units. But if the Russian units are hidden to the enemy (ie not within the land spotting range of any enemy unit) then the enemy unit is permitted by the program to move adjacent to the Russian units. You can try this yourself if you want. So for the Russian's in this example if they are trying to avoid being attacked by the Enemy they would be better off if not playing with FOW.
Is this a known Bug? If so are there any plans to fix it?
I should add that this bug is costing me a game at the moment as I planned my entire Russian defence on retreating just far enough that I didn't think my opponent would be able to attack me. So imagine my surprise when I loaded up my turn to discover that he had done just that.
Is this a known Bug? If so are there any plans to fix it?
I should add that this bug is costing me a game at the moment as I planned my entire Russian defence on retreating just far enough that I didn't think my opponent would be able to attack me. So imagine my surprise when I loaded up my turn to discover that he had done just that.