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Movement Issues
Posted: Fri Sep 19, 2025 2:57 pm
by Mike McCreery
I am playing with the new scenario 2 map (and also playing scenario 1 in another game)
There are issues with the movement on the map in various locations and they seem to be consistent.
The current issue I am having relates to movement in 2 locations on the map. In the first I have amphibiously invaded Pegu in Burma. Once I succeeded in taking the hex I tried to move west into Rangoon the first turn showed I had moved 14 units. The next turn showed the units reset and were no longer moving into Rangoon.
I am also trying to move units into Sian in China. Last turn I had made 28 units progress into the city. This turn the entire army has reset and there is no movement objective nor no movement gained. It is like I just stopped the movement. I make mistakes but this seems too consistent.
One of the things I was doing was having units follow a lead unit to arrive simultaneously. I am now going to try to move units out of pegu in 2 directions - toward rangoon and then northeast as well. I am also going to set all units southwest of Sian to move into the hex without any follow commands.
Has anyone else been having issues with movement or specific maps??

- 2-26-1942-Sian.png (795.28 KiB) Viewed 405 times

- 2-27-1942-Sian.png (807.41 KiB) Viewed 405 times
Re: Movement Issues
Posted: Fri Sep 19, 2025 3:29 pm
by Mike McCreery
Here is hex control.

- hexsides.png (87.07 KiB) Viewed 397 times

- hex side 2.png (144.62 KiB) Viewed 397 times
Re: Movement Issues
Posted: Fri Sep 19, 2025 3:43 pm
by Mike McCreery
Here is the hexside data

- realhex peu.png (55.1 KiB) Viewed 393 times

- realhex2.png (50.76 KiB) Viewed 393 times
Re: Movement Issues
Posted: Sat Sep 20, 2025 6:21 am
by Yaab
Re Sian road.
Are all your LCUs there following the HQ unit?
HQs in stock scenarios have 0 AV. Maybe this resets the stack movement prior to entering an enemy held hex?
I would make all units follow the biggest (in AV terms) LCU.
Re: Movement Issues
Posted: Sat Sep 20, 2025 2:27 pm
by Mike McCreery
Yaab wrote: Sat Sep 20, 2025 6:21 am
Re Sian road.
Are all your LCUs there following the HQ unit?
HQs in stock scenarios have 0 AV. Maybe this resets the stack movement prior to entering an enemy held hex?
I would make all units follow the biggest (in AV terms) LCU.
Thanks for your suggestion. In both cases they were following the HQ stack. I have done this many times in the past without issue.
As part of my testing I will be sending both stacks without any follow commands. Hopefully it is something like this. With a programming background it is difficult to see how this could happen to specific hexes the way the game is likely programmed.
Re: Movement Issues
Posted: Sat Sep 20, 2025 5:12 pm
by btd64
Mike McCreery wrote: Sat Sep 20, 2025 2:27 pm
Yaab wrote: Sat Sep 20, 2025 6:21 am
Re Sian road.
Are all your LCUs there following the HQ unit?
HQs in stock scenarios have 0 AV. Maybe this resets the stack movement prior to entering an enemy held hex?
I would make all units follow the biggest (in AV terms) LCU.
Thanks for your suggestion. In both cases they were following the HQ stack. I have done this many times in the past without issue.
As part of my testing I will be sending both stacks without any follow commands. Hopefully it is something like this. With a programming background it is difficult to see how this could happen to specific hexes the way the game is likely programmed.
You know, this is a good point.
I have always had my ground units lead the way.
Never a headquarters unit. And i've never had an issue....GP
Re: Movement Issues
Posted: Thu Sep 25, 2025 2:34 pm
by Mike McCreery
This is confirmed.
If you have an HQ unit lead an assault into a hex with enemy troops the attack may fail and the entire stack be cancelled for some reason. I looked through the manual and was unable to find any comments regarding this 'feature'.
However, I have moved troops into both Sian and Rangoon normally when I changed orders.
Another bit of information to file away. Keep learning new things about this game despite having played it for 10+ years.
Re: Movement Issues
Posted: Fri Sep 26, 2025 7:04 am
by Yaab
I have a dim recollection that combat LCUs with 0 AV also act wonky when entering enemy-held hexes.
I had some small Chinese corps which had all AV-giving devices disabled and only some active support devices, and when you set them to move towards and enemy held hex, sometimes along the road, the corps woul heal one AV-giving device and arrive correctly with 1 AV in the destination hex. Sometimes, no device were healed, and the LCU would reset its movement.
At least this is how I remember the whole thing.
EDIT: BTW, it may also have something to do with how the engine calculates AV from support squad devices. In combat, 10 active support squads =1 AV.