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Units Jumping Pockets, Repeatable Save
Posted: Wed Dec 22, 2010 10:03 am
by dazoline II
Here's a repeatable save of a unit(s) jumping pockets.
The pocket to the west of Riga has three units. An HQ, a routed unit and an ID. All possible ports on the peninsula are taken this turn. Attack with the unit next to the SO stack. Most times you will get at least one unit jumping to Riga. The HQ unit will always jump which I believe it should but at least 75% of the time dependent on battle outcome either the routed unit or the ID goes with it.
I'm not sure if I'm missing a rule here on ports being taken this turn counting as a displacement route, if so please disregard.
RE: Units Jumping Pockets, Repeatable Save
Posted: Wed Dec 22, 2010 10:11 am
by Apollo11
Hi all,
ORIGINAL: dazoline II
Here's a repeatable save of a unit(s) jumping pockets.
The pocket to the west of Riga has three units. An HQ, a routed unit and an ID. All possible ports on the peninsula are taken this turn. Attack with the unit next to the SO stack. Most times you will get at least one unit jumping to Riga. The HQ unit will always jump which I believe it should but at least 75% of the time dependent on battle outcome either the routed unit or the ID goes with it.
I'm not sure if I'm missing a rule here on ports being taken this turn counting as a displacement route, if so please disregard.
Was the pocked closed and attacked in same turn?
Few explanations below:
ORIGINAL: Apollo11
The WitE is IGYG ("I Go - You Go") type of game where both sides play the same turn on same date! [;)]
Thus, what you see as, for example, German attacker as solid encirclement is not considered solid encirclement in game engine terms - this is because the other side has opportunity to do something about it - the only "true" encirclement is the encirclement that extends to two (2) or more turns!
Therefore if you really want to eliminate trapped enemy units in some pocked you should never encircle and attack in your single turn - you should encircle in your 1st turn and attack in your 2nd turn!
ORIGINAL: Helpless
In WITE it is a pocket which was formed during the movement phase and passed the logistic phase. I.e. pockets formed this turn are not "fully closed".. they are in process of formation. It should be somewhere in manual.
Leo "Apollo11"
RE: Units Jumping Pockets, Repeatable Save
Posted: Wed Dec 22, 2010 10:13 am
by Helpless
All possible ports on the peninsula are taken this turn.
This means that valid routing path still may exist. I'll check the saves. Thanks
RE: Units Jumping Pockets, Repeatable Save
Posted: Wed Dec 22, 2010 10:25 am
by Helpless
Yes, it works as it should. Routing units sill may use the just captured port for the routing. But they don't use it as destination. So if you capture Riga units go to the next available port on the islands.
In such a case it is better to leave those units as they are. They either surrender next logistic phase or can be easily reduced next turn.
RE: Units Jumping Pockets, Repeatable Save
Posted: Wed Dec 22, 2010 10:26 am
by jomni
Loaded the save. There seems to be holes in your pocket with only two units surrounding it despite having a seemingly complete encirclement.
It's better to advance the turn and let them die out a natural death by attrition.