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FWWC: Night Movement
08-18-2020, 11:47 PM,
#4
RE: FWWC: Night Movement
(08-18-2020, 10:39 PM)ComradeP Wrote: Night turns are usually the only time when any sort of lull in the fighting can occur, so having 2-3 of them is welcome.

One of the issues with Fatigue management in Panzer Battles is that there are a lot daylight turns and hardly any night turns, the 2 (most FWWC/PzC titles) or 3 (PzC Japan '45) night turns are needed to limit combat.

For titles with shorter days/fewer turns per day (like FWWC), the 3:1 turn ratio between day/night allows your units to shake off Fatigue to compensate for the potentially pretty brutal losses.

Without knowing how you moved your units, it's difficult to figure out what the problem is in this case.

Units moving across unbridged streams or other hexsides along a road can become Disrupted because crossing a stream counts as a non-T mode movement action, but that's not likely to have been the case here if you're moving along a primary road.

Is it possible your Disrupted units exceeded the road stacking limits when moving into the hex where they Disrupted? 

In the patched versions of FWWC titles, night time disruption chance is 70%, which is reduced/increased by a quality modifier. An entire B quality formation suffering Disruption when moving 1 hex not along a road in T-mode or when exceeding the road stacking limit is an unlikely event.

Yeah I know the value of night turns, I wasn't suggesting the benefits go away, just the actual ability to do anything, but I forget most of y'all don't know me anymore so let me clarify by just saying it's me being a damn smart ass.  I'm not really suggesting the night turns be done away with.

Now as for the actual night movements,  I don't mean to imply the whole division disrupted, but when the 4th B quality unit did it, i just hit end turn and said "bump that".  They were all in T mode, all on primary roads, so I don't think streams were an issue.  One thing you'd said that is helping though is road stacking limits.  I have heretofore assumed that if I high light the unit and it shows I can move into the hex it will let me do so.  The night rules don't mention stacking limits, and I have assumed that if the stacking limit was exceeded then I could not enter the hex at all.  What you're saying is that is not the case, it will let me make the move and disrupt me.  So, if that's the case I've learned (yet another) FWWC nuance because I don't believe in PzC you can enter any hexes in excess of stacking limits.
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Messages In This Thread
FWWC: Night Movement - by Steel God - 08-18-2020, 10:09 PM
RE: FWWC: Night Movement - by ComradeP - 08-18-2020, 10:39 PM
RE: FWWC: Night Movement - by Mowgli - 08-18-2020, 11:39 PM
RE: FWWC: Night Movement - by Steel God - 08-18-2020, 11:50 PM
RE: FWWC: Night Movement - by Steel God - 08-18-2020, 11:47 PM
RE: FWWC: Night Movement - by ComradeP - 08-19-2020, 01:08 AM
RE: FWWC: Night Movement - by Steel God - 08-19-2020, 02:00 AM
RE: FWWC: Night Movement - by Strela - 08-22-2020, 09:37 AM
RE: FWWC: Night Movement - by Steel God - 08-23-2020, 04:08 AM
RE: FWWC: Night Movement - by ComradeP - 08-19-2020, 02:45 AM
RE: FWWC: Night Movement - by Steel God - 08-19-2020, 04:40 AM
RE: FWWC: Night Movement - by Mr Grumpy - 08-19-2020, 06:05 AM
RE: FWWC: Night Movement - by ComradeP - 08-19-2020, 11:56 AM
RE: FWWC: Night Movement - by Mr Grumpy - 08-23-2020, 08:24 AM
RE: FWWC: Night Movement - by Steel God - 08-23-2020, 08:54 AM
RE: FWWC: Night Movement - by Volcano Man - 08-24-2020, 04:34 AM
RE: FWWC: Night Movement - by Volcano Man - 08-24-2020, 04:31 AM

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