• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Stalingrad and pontoons
08-24-2006, 04:28 PM,
#7
RE: Stalingrad and pontoons
Lowlander,

Send your game file to me and/or Glenn and we will sort this out. How many men are in the engineer unit clearing rubble in the bridge exit hex? Since there are 20 guns in the AT unit and most Russian pontoon bridge units are 200 men, this makes for 400 men equivalents in the hex when the AT gun attempts to move. Only 350 can use the road rate, this over stacking prevents movement.

I thought this was discussed some time ago when a situation came up moving along a road from a swamp hex into a rubbled hex.

I checked the motorized movement points in S42. Industrial and city cost 3MP, towns cost 5MP and villages cost 6MP. Even triple the largest (a village) is 18MP off road and a 20 gun 76.2mm AT regt has 60MP in travel mode.

I really think this is a stacking problem, not a problem moving into the rubble hex. Move the engineer out of the hex and see if the AT gun unit can cross.

Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
Quote this message in a reply


Messages In This Thread
Stalingrad and pontoons - by Lowlander - 08-21-2006, 12:14 AM
RE: Stalingrad and pontoons - by Dog Soldier - 08-22-2006, 01:22 PM
RE: Stalingrad and pontoons - by Dog Soldier - 08-23-2006, 04:16 PM
RE: Stalingrad and pontoons - by Lowlander - 08-24-2006, 04:09 AM
RE: Stalingrad and pontoons - by Dog Soldier - 08-24-2006, 04:28 PM
RE: Stalingrad and pontoons - by Elxaime - 08-25-2006, 02:40 AM
RE: Stalingrad and pontoons - by Dog Soldier - 08-25-2006, 12:01 PM
RE: Stalingrad and pontoons - by Lowlander - 08-25-2006, 10:08 PM
RE: Stalingrad and pontoons - by Dog Soldier - 08-26-2006, 10:13 AM
RE: Stalingrad and pontoons - by Lowlander - 08-26-2006, 11:27 PM

Forum Jump:


Users browsing this thread: 7 Guest(s)