AP and combat

VR designs has been reinforced with designer Cameron Harris and the result is a revolutionary new operational war game 'Barbarossa' that plays like none other. It blends an advanced counter pushing engine with deep narrative, people management and in-depth semi-randomized decision systems.

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Amicofritz
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AP and combat

Post by Amicofritz »

Maybe I've overlooked something, but I cannot find a way to assess where I can move to and still have enough APs to attack (do combat). And I cannot find the AP cost of attacking anywhere either. Sure hope I've just missed out here ...
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Flaviusx
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RE: AP and combat

Post by Flaviusx »

The game will show a red arrow in the direction of allowable combats prior to executing a move. No arrow, no combat.
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gunnergoz
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RE: AP and combat

Post by gunnergoz »

Yes, it shows where combat is possible and from what hex side, but not why it is limited to there. That's were it would be nice if there could be a visible indication of remaining AP on each hex it is possible to move in to when in movement mode...perhaps in a contrasting color from the hex cost already displayed on some ZOC hexes.
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ChuckBerger
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RE: AP and combat

Post by ChuckBerger »

You can view the AP cost of moving to a given hex by rolling over it, after hitting the "M" for move. So a quick simple subtraction will give you APs left over if the unit moves there. It's a bit clunky, but still useful.
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gunnergoz
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RE: AP and combat

Post by gunnergoz »

Hadn't caught that, thanks.
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Calaf
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RE: AP and combat

Post by Calaf »

Ah, the red arrows! Thanks!

"You can view the AP cost of moving to a given hex by rolling over it, after hitting the "M" for move. So a quick simple subtraction will give you APs left over if the unit moves there. It's a bit clunky, but still useful."

Absolutely useful, although not very elegant... Thanks, ChuckBerger!
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