Mud doesn't apply to Forests, working as designed?
Posted: Fri Nov 08, 2024 5:21 pm
Testing my scenario, Russian mud season comes along, I have some mobile divisions in some forested areas. Note my mud penalty is +3 not +1 for the vanilla scenarios.
So I click on a tank, hmm sure seems to be able to move a fair distance despite the mud...did the predicted movement points for each individual hex...Field is +4, as I intended...Forest is just +2 (I kept the original default +1 penalty for said terrain note)...whaa?
[Biologist in me talking] A forested area can be just as subject to flooding as an open one, even if the trees and their roots can keep things from becoming total quagmires.
I haven't played a vanilla scenario in over 2 years note, so maybe I simply didn't notice this before. Else it got changed in a patch. Any clue appreciated.
So I click on a tank, hmm sure seems to be able to move a fair distance despite the mud...did the predicted movement points for each individual hex...Field is +4, as I intended...Forest is just +2 (I kept the original default +1 penalty for said terrain note)...whaa?
[Biologist in me talking] A forested area can be just as subject to flooding as an open one, even if the trees and their roots can keep things from becoming total quagmires.
I haven't played a vanilla scenario in over 2 years note, so maybe I simply didn't notice this before. Else it got changed in a patch. Any clue appreciated.