Page 1 of 2
Combat/Movement
Posted: Sun Jun 05, 2011 6:50 pm
by sabre1
So I ask the question to the experts.
I am playing a PBEM against a friend. It seems as if once you engage in combat you are basically stuck in place, until you either destroy the unit you are fighting or he destroys you. To withdraw you pay to high a penalty.
Any thoughts on this?
RE: Combat/Movement
Posted: Sun Jun 05, 2011 7:06 pm
by PirateJock
You are able to withdraw from contact if the conditions are right, e.g. you're not wanting to move through an enemy zone of control (EZoC). And then, if you are lucky, you may be able to get out without taking further disruption ... but you would have to be very lucky as you'd take generally 2 checks and the second one - the withdrawal check - is a toughie to get through.
Saying that, I think it's modelled the action well as trying to withdraw away from the enemy is never going to be easy and you're likely to take a lot of hurt to do it.
Cheers
RE: Combat/Movement
Posted: Sun Jun 05, 2011 7:42 pm
by sabre1
Sigh...
RE: Combat/Movement
Posted: Sun Jun 05, 2011 8:09 pm
by Fred98
When you advance have have to move adjacent to enemy units.
If you then need to manouvre, it is dificult to withdraw to do so !
-
RE: Combat/Movement
Posted: Sun Jun 05, 2011 9:07 pm
by Max 86
What I try to do is allocate some units as a holding force that moves adjacent to the enemy. If it is hard for you to disengage, it is also hard for the enemy to disengage. Then I use another group of units as a flanking force thru maneuvre or for a hammer blow thru assaults. In other games I would just rush the units forward but for this game and the ZOC effects I think players will have to think in terms of holding force and maneuvre force approach.
RE: Combat/Movement
Posted: Mon Jun 06, 2011 6:24 am
by PirateJock
What about using rear guard actions to cover the withdrawal. One or more units go into Defend posture while the others escape. Couple of advantages ... get option of Direct Fire and a useful modifier (adjacent friendly units) for the withdrawal check.
Cheers
RE: Combat/Movement
Posted: Wed Jun 08, 2011 8:36 pm
by sabre1
Well I'm not the only one who dislikes the move adjacent to a unit and you are stuck and out of luck.
I still have yet to try the "One unit on defense while the other units move", suggested by PirateJock. I still like the game, but a little of the shine has worn off, just a little. The other guy I'm playing hates the stand and die or stand and destroy the opposing unit feature of this game. I doubt he will stick around, especially since there still seems to be NO appearnce of the developer.
How hard is it to say, "Hey guys I'm working on the update, and will post back soon."
RE: Combat/Movement
Posted: Wed Jun 08, 2011 9:35 pm
by Fred98
ORIGINAL: sabre1
Well I'm not the only one who dislikes the "move adjacent to a unit and you are stuck" and out of luck.
You can always switch the unit to Withdraw and it will do so during the Advance/Withdraw phase.
After withddrawal the unit can manauvere again.
Note that if you are "stuck" adjacent to an enemy unit then so is he ....................and you can use this to your advantage.
-
RE: Combat/Movement
Posted: Wed Jun 08, 2011 9:42 pm
by sabre1
I will give that a try Joe, and I do appreciate your suggestions and helping out.
Now get back to making your turn...[;)][:D]
RE: Combat/Movement
Posted: Wed Jun 08, 2011 9:43 pm
by sabre1
Oh, I'm bad, I see you sent it. I'll get back to ya.[8D]
RE: Combat/Movement
Posted: Thu Jun 09, 2011 9:45 am
by PirateJock
ORIGINAL: sabre1
The other guy I'm playing hates the stand and die or stand and destroy the opposing unit feature of this game. I doubt he will stick around, especially since there still seems to be NO appearnce of the developer.
It's not Joe 98 is it [;)]
Cheers
RE: Combat/Movement
Posted: Thu Jun 09, 2011 12:16 pm
by sabre1
Nope, Joe is kicking me all over the place. [:D]
RE: Combat/Movement
Posted: Thu Jun 09, 2011 12:46 pm
by PirateJock
He hasn't been reading the rules again has he [:-]
What map are you playing? I'm currently trying to push him back on Ruweisat Ridge!
Cheers
RE: Combat/Movement
Posted: Thu Jun 09, 2011 10:04 pm
by Rosseau
...while the AI kicks my butt at Faid Pass. Sigh.
RE: Combat/Movement
Posted: Fri Jun 10, 2011 1:45 am
by sabre1
ORIGINAL: PirateJock
He hasn't been reading the rules again has he [:-]
What map are you playing? I'm currently trying to push him back on Ruweisat Ridge!
Cheers
San Pieto
RE: Combat/Movement
Posted: Fri Jun 10, 2011 1:46 am
by sabre1
Rousseau, the AI kicks me all over the place too. Sigh...
RE: Combat/Movement
Posted: Fri Jun 10, 2011 4:08 am
by Fred98
ORIGINAL: sabre1
Nope, Joe is kicking me all over the place. [:D]
From my point of view he has the better of me ! Aaarg !
-
RE: Combat/Movement
Posted: Sat Jun 11, 2011 10:07 pm
by Fred98
Ifg a unit is adjacent to an enemy unit there is another way to move without switching to Withdraw posture.
During the movement phase switch to Attack posture.
Some hexes are now highlightred in red. If youy want the unit can move to one ofthese hexes.
This is called "Infiltration movement". Theer are certain rules and checks to be done and sometimes the move will fail. In which case there is a message at the top of the screen explaining why.
-
RE: Combat/Movement
Posted: Sat Jun 11, 2011 10:16 pm
by Rosseau
Thank you. I was wondering why I'd get the red-hex option and most times they wouldn't move. They didn't pass the checks. I also need to start reading those messages at the top.
RE: Combat/Movement
Posted: Sun Jun 12, 2011 3:02 pm
by sabre1
I am getting some forward movement in one scenario, no not against Joe, lol. It seems though that it takes a massive effort to do anything, you have to have overwhelming odds.
I'm not good at this stuff so I'm sure it's all ancecdotal but that's how I see it.
Since hexes are 500 meters, can you affect a hex enough by just firing into it instead of moving adjacent to the enemy unit?
Where is the dang developer?