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Action Points and Subformations

Posted: Wed Oct 05, 2011 12:19 pm
by Goodmongo
I read in the manul that the action points a unit has is limited to te subformation with the least amount of them. What happens if that subformation is removed, deleted or destroyed? Does the AP for the rest of the unit then get readjusted?

For an extreme example say a unit has two subformations. One has 100 AP and the other just 25 AP. If the subformation with 25 AP is taken out of the unit does that rest the units AP to 100?

RE: Action Points and Subformations

Posted: Wed Oct 05, 2011 2:44 pm
by ernieschwitz
I think, withour having tested it of course, that it does have 100 AP.

That is i have tried removing units with lower APs from units with bigger APs and that was the result when it was done manually by simply making a new formation and transfering the offender.

RE: Action Points and Subformations

Posted: Wed Oct 05, 2011 6:33 pm
by Josh
Yeah Ernie is right, take for instance a Carrier and move it it's max range (so no AP left) but the planes on it still have 100 AP left. And vice versa, fly the planes and the Carrier still has it's 100 AP's.
Or take a Arty unit... fire the guns and remove them from the unit, it's transport (horses or whatever) still have the original AP's.
I uhm, don't see a gamey exploit though... yet... [:)] What would you benefit from it?

RE: Action Points and Subformations

Posted: Wed Oct 05, 2011 6:45 pm
by Goodmongo
My idea is not a gamey exploit but instead a mechanism to reduce available AP's of a unit.  If I wanted to make a unit inelligable to move or attack, but to keep its defensive combat capability at 100% I can event in a SFT with zero AP's.  I know that the player might remove that SFT, getting the unit back to 100 AP's but I might have a way to avoid that also.

RE: Action Points and Subformations

Posted: Wed Oct 05, 2011 7:51 pm
by ernieschwitz
If you want a unit completely unable to move, why not simply go in and edit its movement type stats. That would definately stop it from moving.

RE: Action Points and Subformations

Posted: Wed Oct 05, 2011 8:41 pm
by Goodmongo
Well I only want it to not move AND not attack for a specific turn. On the next turn it should have full capabilities. I figure I can do that by adding a SFT and then removing that SFT the next turn. Other units with the same base SFT's should be able to move.

RE: Action Points and Subformations

Posted: Thu Oct 06, 2011 3:58 am
by JJKettunen
Off the top of my head, there's a rulevar that prevents transferring SFTs altogether.

RE: Action Points and Subformations

Posted: Thu Oct 06, 2011 11:21 am
by Goodmongo
Keke, thanks for the heads up on that.  I'll look into it.