(12-22-2015, 08:19 PM)Strela Wrote: (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
David
The DD tank was in deep water out of T mode
In T mode it moved 4 hexes I think
I moved 2 hexes and changed out of T mode.
i did not expect to be able to move 4 hexes I expected 2 as this was meant to be a safer but slower method
Instead I could do about 10 hexes through deep water shallow water up the beach etc
It seems wrong to me
Mike