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Some Movement Anomalies

Posted: Mon Dec 20, 2021 3:31 am
by canuckgamer
My friend and I are in to our second PBEM game and just noticed some movement anomalies which we then tested using a 1941 Campaign hotseat. Here are two examples.

I opened up a 1941 Campaign hotseat and moved a number of Russian units away from the border so that ZOCs would not be a factor.

Example 1 - I moved the 14-5 infantry starting in hex 175,60 to hex 175,61 which is a marsh hex but it only cost 1.

Example 2 - When I moved the tank from hex 176,60 to hex 179,62 which is a small urban hex in clear terrain that hex cost the tank 1 operation point which is correct. However, if I move the 14-5 infantry from hex 175,60 unit to either 178-63 or 178-62 first which converts hex 179-62 to Axis controlled then it costs the same tank unit 2 operation points to move in to hex 179,62.


RE: Some Movement Anomalies

Posted: Mon Dec 20, 2021 4:03 pm
by AlvaroSousa
I just popped open a 1941 and I am not seeing what you are seeing. Are you on the latest version?

The road removes 1 from the move cost
A battle won hex ignores ZoC.
Being motorized costs +1 in any forest, swamp, marsh, rough, or mountains.

RE: Some Movement Anomalies

Posted: Mon Dec 20, 2021 5:23 pm
by canuckgamer
Alvaro, thank you for the prompt reply. We both have version 1.00.15. Yes we are aware of a ZOC only costing 1 when you advance after winning a battle. That is why as I mentioned I backed up all the Russian units so ZOCs would not be a factor. We are also aware of roads which are 1 even when you enter from a non road hex.

My friend noticed these anomalies when he was preparing to make his initial moves in the invasion of Russia. We both then tested it using a 1941 Campaign hot seat.

I just re-tested a few minutes ago and got the same results that I indicated in my initial post. I also moved the 5-5 starting in hex 173,68 to Konigsberg and then to hex 173,68 which is a marsh hex. It cost 2 to enter the marsh hex even though it is an infantry unit.

In regards to the tank starting on hex 176,60 the anomaly is that if you move the 14-5 infantry starting in hex 175,60 FIRST adjacent to urban hex 179,62 converting it to Axis control and then move the tank it will cost that tank 2 for the urban hex. However if you move the tank FIRST before the control of the urban hex becomes Axis controlled it will only cost that tank 1 to enter that urban hex. So the change in control has increased the cost to the tank.

RE: Some Movement Anomalies

Posted: Mon Dec 20, 2021 8:28 pm
by AlvaroSousa
You are talking about the 1/2 march. Different terrains have different values. The half marsh has the defense of marsh but not movement cost.
But motorized units do have the +1 cost.

RE: Some Movement Anomalies

Posted: Mon Dec 20, 2021 9:58 pm
by canuckgamer
Neither one of us were aware of a 1/2 marsh as we didn't see it in the terrain attributes table. However if the hex 173,68 is a half marsh, we're still confused as to why it costs the German infantry 2 to enter it. We are also wondering if you get the same movement cost in the example about the small urban hex? If yes, is there something we are missing about that?

RE: Some Movement Anomalies

Posted: Tue Dec 21, 2021 1:36 am
by AlvaroSousa
173,68 is a full hex of marsh

I am talking about 175,61

RE: Some Movement Anomalies

Posted: Tue Dec 21, 2021 3:26 am
by canuckgamer
I very much appreciate your replies to my posts as does my friend. In the 1941 Campaign set up there is a German infantry that starts in hex 171,67. If you move it to Konigsberg and then to hex 173,68 which is a full marsh hex it will pay 2 to enter that hex. As an infantry we thought it would only pay 1. The issue we are more concerned about is what I stated in my second post as below.

In regards to the tank starting on hex 176,60 the anomaly is that if you move the 14-5 infantry starting in hex 175,60 FIRST adjacent to urban hex 179,62 converting it to Axis control and then move the tank it will cost that tank 2 for the urban hex. However if you move the tank FIRST before the control of the urban hex becomes Axis controlled it will only cost that tank 1 to enter that urban hex. So the change in control has increased the cost to the tank.

If you get a different result doing exactly the same as we did then I'm stumped and we will adapt to it. If it is a bug and it can be fixed that would be great too.

RE: Some Movement Anomalies

Posted: Tue Dec 21, 2021 2:04 pm
by AlvaroSousa
It's my job to answer questions. I like it when players point out things. Means they are engaged and I appreciate it.

If you want set the situation up then email me the game. I can't replicate it. Helps me to physically see what is going on and modify the code to give me the activity log in the Unity Editor so I can find the discrepancy.


RE: Some Movement Anomalies

Posted: Tue Dec 21, 2021 7:14 pm
by canuckgamer
The game you refer to is actually two turns of a 1941 Campaign hot seat to test what we were seeing in our PBEM game. We think we encountered two movement bugs. I save the test as "Game One" and see it in saved games. I clicked on your name but I don't see an option to attach a file.

Here are the moves I did step by step.

1. Opened up a 1941 Campaign Hot Seat
2. Ended the Axis turn without doing anything so as to advance the Allied turn.
3. In the Allied turn I moved a number of Russian units away from the front so that there would be no ZOC impacting the test.
4. I moved a 9-5 German infantry starting in hex 170,66 to hex 173,68 which is a full marsh hex and it cost 2 OPs to enter that hex. Shouldn't it be 1 OP?
5. I then did an undo of the last hex moved by the 9-5 infantry and moved a 5-5 German infantry starting in hex 171,67 to the same marsh hex 173,68. It also cost the 5-5 infantry 2 OPs.
6. I moved a 14-5 infantry starting in hex 175,60 adjacent to small urban hex 179,62 which converted that hex to Axis controlled.
7. I then moved the German tank starting in hex 176,60 in to the small urban hex and you will see that it cost 2 OPs even though the small urban hex is in clear terrain.

The anomaly we are seeing in the urban hex example is that if you do not convert the small urban hex to Axis control and move the German tank unit starting in hex 176,60 in to the urban hex it will only cost 1 OP. So converting that hex to Axis control before the tank enters adds 1 additional OP to the cost.

If the above is not clear enough please let me know how I can email you the file as I did not see an attachment option when I clicked on your name. Thanks.