I did not see this addressed in the patch notes.

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Dalwin
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I did not see this addressed in the patch notes.

Post by Dalwin »

I had the following occur last night in a game as Russia.

I destroyed the German front line in a province. I then took a Russian tank that had just fought and advanced it into the then empty Hungary. No other units were able to reach Hungary to join this tank. I forget whether Hungary generates a militia but I think it does not since it is not of German nationality.

This left me stuck and unable to complete the turn. That region required a combat, but the lone tank was not allowed to conduct the combat since it had already fired. I was forced to reload my previous save. Is there another way I could have gotten unstuck in this situation?
Dalwin
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RE: I did not see this addressed in the patch notes.

Post by Dalwin »

Hmm 60+ views and no replies.

Am I the only person to be foolish enough to get stuck this way and have to reload an old turn?
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Joel Billings
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RE: I did not see this addressed in the patch notes.

Post by Joel Billings »

Did you have Fog of War on? This is probably what caused the problem (a unit popping up that you had never seen before). Can you confirm that this is what caused the problem? If so, we will try to address this in the next patch.
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willgamer
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RE: I did not see this addressed in the patch notes.

Post by willgamer »

Trying to understand:

did the tank icon show: red arrow for extended movement + target w/green check mark for execute attack

did not show: 3 barrels for supplied?

By stuck you mean couldn't go on due to unresolved mandatory combat?
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Dalwin
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RE: I did not see this addressed in the patch notes.

Post by Dalwin »

The tank had moved one space only to fight in some territory east of Hungary. East Poland if I recall. It did show the icon for having fired in the larger battle.

Fog of war was on but Hungary showed as empty. Because of aircraft range, I was able to see Hungary even before launching the first attack. Unless I am mistaken, attacking Hungary does not generate a militia unit.

Note that even when you take an empty territory, you have to initiate a battle by choosing the top icon on the small popup bar. The battle icon was highlighted, but since my only unit had already fired the battle would not resolve. Perhaps if the enemy had units there they would have fired.

Said another way, I had a unit that could not fire attacking a completely empty teritory which then insisted that a battle be fought but would not let the "battle" execute.
Dalwin
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RE: I did not see this addressed in the patch notes.

Post by Dalwin »

If the design intent is that a tank after fighting not be allowed to exploit a breakthrough and move into an empty territory, I can live with that. The problem is not whether my tank should be able to do this thing.

The problem is strictly that attempting to do it gets you stuck with a battle that you must execute but cannot execute.

I suppose as a second separate question I should be asking whether a tank that has already fired is supposed to be able to grab an empty territory.
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Joel Billings
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RE: I did not see this addressed in the patch notes.

Post by Joel Billings »

Ok, I was able to duplicate your problem. Obviously we need to either allow you to attack or prevent you from moving into an enemy area. My guess is we will ultimately prevent you from moving into an enemy area if you've been fired at. If you weren't able to undo the move (undo button grayed out), it must be because you unveiled an enemy unit that you had not previously seen. This needs to be fixed and it will be on the list for the second patch. Thanks for reporting it and sorry you ran into this problem.
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Dalwin
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RE: I did not see this addressed in the patch notes.

Post by Dalwin »

Yes, you are correct. The advance into Hungary revealed troops further west so undo was not available.

I hope your prediction is wrong as to which way the rule goes. [;)]

I say this based on the old SPI title War in Europe. That game had a separate mechanized movement phase after combat to allow for breakthroughs. If I recall correctly Gary was involved in the design of that game also, but we are going back decades so my memory could be way off.
IDrinkBeer
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RE: I did not see this addressed in the patch notes.

Post by IDrinkBeer »

I hope your prediction is wrong as to which way the rule goes.

I say this based on the old SPI title War in Europe. That game had a separate mechanized movement phase after combat to allow for breakthroughs. If I recall correctly Gary was involved in the design of that game also, but we are going back decades so my memory could be way off.

Note: You can do what you want if you withhold the tank from the 1st attack. [;)]
IDB

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Dalwin
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RE: I did not see this addressed in the patch notes.

Post by Dalwin »

ORIGINAL: IDrinkBeer
I hope your prediction is wrong as to which way the rule goes.

I say this based on the old SPI title War in Europe. That game had a separate mechanized movement phase after combat to allow for breakthroughs. If I recall correctly Gary was involved in the design of that game also, but we are going back decades so my memory could be way off.

Note: You can do what you want if you withhold the tank from the 1st attack. [;)]

I realize that of course, but needed everything I had to have a chance in the first battle. I was in a situation where I had lots of militia, a few artillery, and only a couple of tanks. Holding back a tank on the off chance that I might break through did not seem wise. After I did smash the German front I wanted to exploit.

I got into the same situation again last night but this time managed to find an air unit that had not been used and could reach Hungary. The bomber attacking troops in the empty spot combined with the tank that could not shoot, resulted in me taking Hungary.
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