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Unit Movement

Posted: Thu Feb 02, 2017 11:26 am
by Rasputitsa
I am working up an AAR for PFE and a strange event needs some attention.

Scenario - Italian Campaign, playing Axis A1 - Player Allied.

I had ordered 82nd Abn. into a flanking position on the coast road (red circle), but as the move played out the 82nd moved off to join the line with the British units well inland and nowhere near the objective.

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After checking the game save, the order is correct and initially I could see of no reason why 82nd. should have taken itself off in entirely the wrong direction.

I re-ran the turn with the same result, 82nd disappears into the distance. I think the reason is because the attack on HG Mot. failed and all three attacking Allied units fell back to the SALERNO hex, blocking the route to the hex designated for 82nd., by exceeding the hex stack limits. The 82nd had not moved before the combat was resolved and the 82nd seems to have wandered off looking for another way round.

This is a feature of the game, that it resolves combat before movement, but it would have been better, that when the 82nd had been blocked, it should have stayed where it was.

Before and after turn game saves available.

Generally this scenario is working well and a great experience, as I knew it would be.[:)]


RE: Unit Movement

Posted: Sat Feb 04, 2017 6:26 am
by Rasputitsa
Another questionable movement :


The 'Combat Symbol' shows German 29th Mot. Div. attacking British 46th Inf. Div., but the attack fails. 29th suffers more casualties and is returned to it's original position, which is reasonable, it's still a powerful unit and has suffered no disruption.

46th is bounced back 2 hexes, leaving a hole in the line, which seems a harsh result for a failed attack.

I accept that the 46th is probably a lower quality unit, had lower combat supply and has suffered disruption, but is looks more like a major defeat, rather than a failed German attack.

I have probably benefited with German units retreating after failed Allied attacks in previous turns, but is this effect too strong, even falling back one hex after winning a battle would be a penalty for disruption, but two hexes, or more seems too much.



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