RE: Jammed units in large scenarios
Roads and forests, looks like a job for the MP's. While you can stack up to 24 SP's in a hex (not recommended), exceeding 12 SP's voids any road /unpaved road / trail movement. So lets say you have 7 SP's in a forested hex that has a road. If you try to move a 6 SP truck into that hex... BAM!! costs 65 mp's. If you move a unit 5 SP's or less you're getting the road movement rate. (7 + 5 is equal to or less than 12) I try to keep a max of only 6 SP's on road hexes during my movement so I can keep the roads somewhat fluid. However as my turn ends and as units are winding down the last of their available movement points I'll finish the turn with 12 - 18 SP's on road hexes. The key is to use as much road movement as possible for each unit. Sometimes this means moving unit A 2 hexes, unit B 3 hexes, then unit A again, etc, etc takes patience and practice but it works.
Makes you realize why unit commanders got so upset when other units would use roads that weren't assigned to them.
You want a scenario to teach you traffic control I suggest you try the Brits in "Ortona: Canadian Stalingrad"
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