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Modern Campaigns and Patrolling Function
07-04-2007, 03:33 PM,
#3
RE: Modern Campaigns and Patrolling Function
According to the manual (this is the North German Plain online help, updated with the section on patrolling):

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"It is possible to put a unit with men (not vehicles or guns and not HQ units) into a Patrolling state. To do this requires the full movement allowance of the unit and the unit cannot be Broken. While Patrolling, the unit will negate the ability of any Partisan unit within Deception range of having any Deception effects. In addition, a Patrolling unit will be able to spot any enemy unit within 2 hexes, regardless of line-of-sight restrictions. While in a Patrolling state, a unit has a 3/4 assault and fire value. It costs 1/2 of the movement allowance of the unit to recall Patrols. This is done automatically when the unit moves."

***

Now, what MAY be happening is the deception Spetznaz units are within 5 hexes of the hex being disrupted BUT are more than 5 hexes from one of the patrolling NATO infantry, which is certainly possible...e.g. if a disruption occurs right next to a patrolling unit, conceivably it is being caused by a Spetznaz exactly 5 hexes away.

I just wanted to double check whether anyone else has had any problems with using patrolling to offset deception units in Modern Campaigns. If not, the above may just be happening.
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RE: Modern Campaigns and Patrolling Function - by Elxaime - 07-04-2007, 03:33 PM

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