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Utah possible bug
12-22-2015, 08:19 PM,
#2
RE: Utah possible bug
(12-22-2015, 06:16 PM)Mike Bowen Wrote: I read the starter file and thought I would put the dd tanks out of travel mode into deployed mode safer but slower as suggested

They moved 2 hexes and changed to deployed in all sea hexes 

Next turn they moved as if on land ie much faster I was expecting 1 or 2 hexes 

Either that is a bug or changing mode in all sea hexes is a bug

A minor point but referring to release of para units that do not appear in this scen is a bit confusing

Mike

Hi Mike,

Thanks for the call out. Firstly the release of the Para units is a bug. It's my fault. I created this scenario very late on while writing the Getting Started guide. It was taken from the larger Utah scenario and I missed removing the releases for the Paras. It is an annoyance rather than actually impacting anything. I'll correct it for the next patch.

As far as the DD tanks all is correct. The movement costs are as follows whether the tank is deployed or in travel mode (assuming road movement is not used). 18 movement points per water hex, 12 for shallow and 8 for the beach. Flipping to deployed uses 24 points. With a total of 72 points flipping to deployed early means you can only move two hexes through water. After that you are moving through shallow and beach with significantly less costs and hence travelling further.

Hope that makes sense?

David
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Messages In This Thread
Utah possible bug - by Mike Bowen - 12-22-2015, 06:16 PM
RE: Utah possible bug - by Strela - 12-22-2015, 08:19 PM
RE: Utah possible bug - by Mike Bowen - 12-22-2015, 09:09 PM
RE: Utah possible bug - by Strela - 12-22-2015, 09:57 PM
RE: Utah possible bug - by Mike Bowen - 12-22-2015, 10:12 PM
RE: Utah possible bug - by Sgt_Rock - 12-25-2015, 06:52 AM
RE: Utah possible bug - by Ricky B - 12-25-2015, 07:51 AM
RE: Utah possible bug - by Dog Soldier - 12-25-2015, 01:17 PM

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