Unit Movement

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WEXF
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Unit Movement

Post by WEXF »

Here is the map showing the path from Pegu to Chiang Mai. To make that trip an infantry unit has to go from the clear hex of Pegu through jungle/jungle rough to Chiang Mai. Since there are no enemy units the river is not a factor. How do the partial roads impact the time it take for the trip to be made? It looks like the first part from Pegu to the hex just east is on the road. Through that hex would likely be slow through jungle. The nex hex is 1/2 jungle and half has a road and the final hex is all on road. Is this correct?
WEXF

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USSAmerica
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RE: Unit Movement

Post by USSAmerica »

The way I have always understood it, WEXF, is that you pay the movement cost in terms of miles/day to leave a hex in the desired direction. Once you hit 46 miles you are instantly in the "center" of the next hex. So, road movement leaving the Pegu hex, jungle movement leaving the hex to the "left" of the river, trail movement leaving the hex to the "left" of Chiang Mai, then you have arrived at your destination.
Mike

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RangerJoe
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RE: Unit Movement

Post by RangerJoe »

My understanding is that you would move half the distance at the road rate, then the next half at the jungle rate.
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BBfanboy
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RE: Unit Movement

Post by BBfanboy »

Right - each segment from center of hex to edge (or edge to center) is calculated according to the terrain in that segment. So the path starts out two segments of jungle rough before it hits the road in the center of the next hex. The river might further slow the progress for a day or two.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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HansBolter
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RE: Unit Movement

Post by HansBolter »

All good input on how it actually works.

Be aware that there are a few locations where the map artwork does not correctly depict the routes of rails/roads.

See screenshot for a couple of examples. I noticed this while watching units execute rail movement and seeing them deviate from the path of the rails depicted in the artwork. There may be others I haven't found.

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RangerJoe
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RE: Unit Movement

Post by RangerJoe »

Interesting. Maybe someone looked at the old railroad routes but the data is put in for modern routes.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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WEXF
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RE: Unit Movement

Post by WEXF »

ORIGINAL: BBfanboy

Right - ... The river might further slow the progress for a day or two.

Page 190 of the manual reads:
"...Rivers do not slow travel speed, but moving across a river hex side
into a hex with enemy units will cause an increase in the disruption of the moving units. Moving
across a River hex side will also cause the crossing unit to initiate a shock attack unless the
moving side has a presence of friendly units that are already in the hex that meet a threshold
of strength when compared to the non-moving side."
Has this changed? In my question above there are no enemy units in the hex across the river, so I would think there should be no delay in crossing. Am I missing something?
WEXF
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RE: Unit Movement

Post by Ambassador »

ORIGINAL: HansBolter

All good input on how it actually works.

Be aware that there are a few locations where the map artwork does not correctly depict the routes of rails/roads.

See screenshot for a couple of examples. I noticed this while watching units execute rail movement and seeing them deviate from the path of the rails depicted in the artwork. There may be others I haven't found.

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Yup, like I said in another thread, the « 1 », « r » and « y » shortcuts are your best friends.

F6 too.
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RangerJoe
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RE: Unit Movement

Post by RangerJoe »

The "6" key is useful when setting up patrol zones as well.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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BBfanboy
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RE: Unit Movement

Post by BBfanboy »

ORIGINAL: WEXF

ORIGINAL: BBfanboy

Right - ... The river might further slow the progress for a day or two.

Page 190 of the manual reads:
"...Rivers do not slow travel speed, but moving across a river hex side
into a hex with enemy units will cause an increase in the disruption of the moving units. Moving
across a River hex side will also cause the crossing unit to initiate a shock attack unless the
moving side has a presence of friendly units that are already in the hex that meet a threshold
of strength when compared to the non-moving side."
Has this changed? In my question above there are no enemy units in the hex across the river, so I would think there should be no delay in crossing. Am I missing something?
WEXF
Didn't know the manual covered that - so it is correct. Which is also the reason I used the word "may" - it has been a while since I monitored one of my units crossing a river hexside uncontested so I wasn't sure it was the same as crossing a contested one. I recall being impatient waiting for units to make the crossing, bearing in mind they are at the river at 23 miles travel but have to get through the other 23 miles before they officially arrive at the other hex.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
WEXF
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RE: Unit Movement

Post by WEXF »

Understood. Just wanted to know whether there had been a change to the rules.
WEXF
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