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Three very strange things observed in game recently
05-08-2008, 11:43 AM,
#2
RE: Three very strange things observed in game recently
John Given Wrote:1. In a campaign game I'm playing, one of my panthers saw a loaded sherman with an infantry platoon loaded onto it. The sherman was at a distance of 15 hexes, too far for AT fire, but close enough for a shot at the loaded infantry. So, I fired at the sherman with the panther, it went to the side "armor." The result was; SHERMAN reduced by one disrupted, infantry reduced by three disrupted.

Ok, how can this happen? My theory is, loading an infantry unit onto a tank effectively forces the program to change it into a soft target, as this is the only way the program will allow a shot to me made in the first place. Or is it something else entirely?

In this case you Panther fires BOTH at the Shermans (hard attack value) and the riding infanty (soft attack). Infantry riding on tanks have a low defense value so your result is common and not an issue.


Quote:2. In a current game I'm playing, a spotted (by enemy tanks) infantry platoon was, well, spotting. I thought, I really need to try and protect this guy. So, I clicked the "dig in" icon. The infantry platoon immediately drew op-fire from several tanks nearby. This incident raises the very disturbing possibility that someone could toggle the dig-in command as a "cheap" way of soaking up op-fire. Eek

Ok, the only thing I can think of on this one, is that pressing that button counts as an action, which in turn can trigger op-fire. Well then, why do enemies never fire on my engineers when they create smoke? I think this "op-fire when activating/deactivating entrench commands" thing needs to be seriously looked at, as in removed from the game. Or was it removed from the matrix version?

Digging in and making smoke can trigger opp fire. I have seen both.

Remember Opp fire is so random that your results do not surprise me.

Quote:3. Last but not least. Same scenario as in the situation above. Here, there are two officers. One commands another. There are NO other units in the hex (confirmed). Because there are two officers, the computer will not allow you to get (as far as I can tell) the vastly improved "kill" chance if officers are alone. But wait! That's not my issue. It gets weirder...

The issue is; when ANY of my units take ONE shot at these guys, the computer says no effect TWICE (in the combat results window, I assume each result is for each officer), and takes away the number of action points that indicate the unit fired TWICE. What the hell? I now have a disrupted PzIVh nearby that because of this, will not be able to retreat (not enough AP's), and will likely be destroyed next turn. Having a single shot cost 70 action points is no fun. :mad:

Oof. A programming bug? This one is so bizarre I don't know where to start. :chin:

Yes, I have seen this one too. I have also seen its evil twin where you destroy both leaders and it only costs 35 AP.

I have just chalked this up to the bizarre.

It happens so rarely that I don't worry about it.

Thanx!

Hawk
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RE: Three very strange things observed in game recently - by Hawk Kriegsman - 05-08-2008, 11:43 AM

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