movement question

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proflui
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movement question

Post by proflui »

In the rule book 38.7, it states that leaving EZOC cost +1 MP. However in 22.2.4 it says it depends on the morale. May I ask which is correct? Also in 22.2.4 first line it refer readers to 38.6.1. However 38.6.1 is talking about HQ.....

Can anyone clarify? Thanks!

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loki100
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RE: movement question

Post by loki100 »

so, confession time, the cross reference should have been to 38.7.1 [;)]

there are two parts to the cost and it depends where you go.

a) leave a ZOC and move to non-ZOC hex = +1MP
b) move from ZOC to ZOC and there are two costs but its all very situational

i) move ZOC to ZOC but you control both hexes (ie already have a unit in that hex) - flat rate +4 charge
ii) move ZOC to ZOC but you don't control the target hex.

Here you may the morale and road based charge for entering an enemy hex, you may incur the additional charge if the unit is a brigade and you pay the flat rate +4.

So lets take a German Pzr division with morale of 85 moving into a non-axis hex on average roads. That is +1 (leave), +1 (enter morale/road), +4 flat rate, so +6.

By contrast a Soviet tank division with morale of 50 would pay +1 (leave), +3 (morale/road). +4 flat rate so +8.

Note that if the hex is poor roads (ie most of the Soviet Union), there is no morale gain
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Bamilus
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RE: movement question

Post by Bamilus »

The moral of the story (to follow on Loki's great answer) is to try and make 3 hex wide pockets so your units can avoid the ZOC MP penalties and use the middle of the 3 hexes.
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proflui
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RE: movement question

Post by proflui »

Good answer. Thanks for all the helps!
carlkay58
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RE: movement question

Post by carlkay58 »

And when you make that three hex gap attack the left and right sides first and clear those. Then your hex in the middle should be blown out and not suffer the 1 Delay Mode because there was an adjacent enemy unit.
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loki100
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RE: movement question

Post by loki100 »

ORIGINAL: carlkay58

And when you make that three hex gap attack the left and right sides first and clear those. Then your hex in the middle should be blown out and not suffer the 1 Delay Mode because there was an adjacent enemy unit.

no, not right I'm afraid. There is far more to this rule than you mention (22.2.7),
0 Point – Hasty attack with final odds > 10 to 1 unless there is an enemy unit (including the original defender) still adjacent to the hex. In this case a delay of 1 is still imposed

so you only avoid the delay with a 10-1 victory off a hasty attack.

the rules are different for T1.
carlkay58
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RE: movement question

Post by carlkay58 »

Understood but a panzer stack can usually achieve the 10:1 threshold fairly easily and then no delay.
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