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Hungarian Marauders

Posted: Thu Nov 02, 2017 10:20 am
by Telemecus
What are the triggers which will lead to the home Hungarian armies being unfrozen in 1941? The following from the manual is not correct
ORIGINAL: manual
If the Soviets capture a Hungarian or Rumanian town either West of hex column 60 or south of hex row 110, then all of these Axis Allied units on the map are unfrozen

Here is an example of where we can see it is not correct.
ORIGINAL: glvaca, Glvaca v Panzerjeager Hortlund
However, at the beginning of T3 I see this and all Axis allies are still frozen: This is clearly West of X60.
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I managed to find some partial clues as to what it is
ORIGINAL: Telemecus, Glvaca v Panzerjeager Hortlund

Did a test of a game playing myself doing nothing but invading Hungary taking 1 town a turn. Nothing happened when I took Munkacs and Ungvar with in supply troops. However two turns after I also took Huszt Hungarian home forces finally activated. Just reading up on the history, the first two towns were taken from Czechoslovakia in the 30s. The third was as well but has a history of being in Rumania too.

Clearly some players do know what the real trigger is, and can use it in advantage against someone who does not. Could the rest of us know what it is now?

RE: Hungarian Marauders

Posted: Sat Mar 24, 2018 12:25 pm
by Telemecus
Bumping this in case someone now knows the answer? Or is prepared to tell us now...

RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 6:57 am
by ericv
First of all:

Capturing the towns mentioned in your post, Ungvar and Munkacz, will most certainly trigger an Hungarian activation.

Let me explain:

On the soviet turn 1, a soviet unit will switch Ungvar to Soviet control.



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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 6:57 am
by ericv
At first sight on German turn 2, nothing happened.



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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 6:58 am
by ericv
If you just continue doing nothing and end the turn, we first get the soviet turn 2. Nothing has changed. Ungvar still is under soviet control. But..

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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 6:59 am
by ericv
Then, on the German turn 3, the Hungarians finally wake up to the harsh reality of Soviet occupation and mobilize en masse.

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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 7:00 am
by ericv
So it just takes a little patience for the Hungarians to activate.

RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 7:53 am
by ericv
On the rumanian border. You can capture the following 3 towns without anything activating. In this instance, I cleared the axis away, and captured the 3 rumanian towns (Stepanesti, Borosani and Sipote) on soviet turn 2.



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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 7:57 am
by ericv
Then on German turn 4, nothing activates.



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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 7:59 am
by ericv
If you capture the village Dorohoi (59,97) however, after two turns the Hungarians will activate. Not the Rumanians. They will never activate. The Italians however will activate together with the Hungarians in every scenario.



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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 8:00 am
by ericv
The accompanying axis turn 4. Note the activated Hungarians and still inactive Rumanians. The Italians in the southwest of the map have activated as well.



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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 8:04 am
by ericv
So. In general.

If you capture an Hungarian or Rumanian Town west of 60 (not including 60) or south of 100 (not including 100), 2 turns later the Italians and the Hungarians will activate, but not the Rumanians.




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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 8:18 am
by ericv
If the soviets, by some skillful maneuvering, succeed in capturing both Warsaw and Berlin on turn 2...

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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 8:21 am
by ericv
neither the Italians or the Hungarians, unreliable as they were, will stand up for the defense of their german allies.



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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 8:24 am
by ericv
Nor will they stand up for their Slovakian brothers in arms.

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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 8:34 am
by ericv
Or care much about Yugoslavia.



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RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 8:59 am
by ericv
I checked Finland as well. Again nothing happened. So, to summarize:

If you capture an Hungarian or Rumanian Town, (only one of these two nationalities), where the coordinates of the town must satisfy either X < 60 or Y > 100, then 2 turns later the Armies of the Italians and Hungarians will activate



RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 9:15 am
by ericv
Or if you will:

public int itmpTurn = 0;
public bool bActivateAxisAllies = 0;
If (Town.Nationality.Switched == 1)
{
If (Town.Nationality.Original == Rumanian || Town.Nationality.Original == Hungarian)
{
If (Town.Location.West < 60 || Town.Location.South > 100)
{
bActivateAxisAllies = 1;
itmpTrn = Game.CurrentTurn + 2;
}
}
}

If(bActivateAxisAllies && Game.CurrentTurn == itmpTrn)
{
Hungary.ArmedForces.ActivateAll();
Italy.ArmedForces.ActivateAll();
}

RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 11:30 am
by tyronec
Correct me if I am wrong, but I think this only applies if the captured towns are in supply.
There have been games were several towns have been captured from the L'Vov pocket with no reaction.

RE: Hungarian Marauders

Posted: Sun Mar 25, 2018 11:36 am
by Telemecus
ORIGINAL: tyronec

Correct me if I am wrong, but I think this only applies if the captured towns are in supply.
There have been games were several towns have been captured from the L'Vov pocket with no reaction.

Yes indeed the original AAR this sprang from tm.asp?m=4290822&mpage=4&key= quite clearly shows the towns captured and no trigger for many turns after that. Even with patience for many more than two turns nothing. But I guess you have the secret exception too. The trigger will not work if the troops doing the capturing are isolated? Or that the towns have to be not just captured but not isolated from the Soviet Union?