(12-21-2020, 05:37 AM)Liebchen Wrote: (12-20-2020, 09:08 AM)Plain Ian Wrote: (12-20-2020, 07:39 AM)ComradeP Wrote: Broken units retreat when fired at by direct fire.
Though technically the road stacking limit is violated by the move across the bridge, I guess you could think of it as units moving one after the other. In this case, they still used full MP's due to moving ZOC-to-ZOC into a hex held by friendly units. Normally, Disrupted/Broken units can't make a contested bridge crossing (ZOC-to-ZOC across a bridge) if there's no friendly unit in the destination hex.
Just realised something.......the units trying to cross the bridge are all FOOT units. Doh.
I don't see how that makes any difference, since road movement limits apply to all units using road movement.
I think that you're seeing the forced bridge crossing rule in action. It does not, technically, use road movement, but does use the entire MP.
Mmh yes I realised a few minutes after posting that Foot shouldn't make a difference but I didn't want to keep the thread going. I think Fortynslow has nailed it. Pretty logical way of thinking about it and I guess that's how the game is programmed and 'sees things'.
Just a series of IF/THEN OR/ELSE logical conditions in a hierarchial order.
Now the Forced Bridge Movement must have an impact on things and must have been a bit of a pain to programme? However in this case its hard to see because if you look at my moving units A you will see that one unit is Disrupted and one unit is in fact Broken? So the Forced movement couldn't have been used? Two turns earlier I had problems moving a Broken unit towards the bridge and now the game engine allows me to skip across it gaily and even get an extra hex when the enemy fire at me!
Maybe its best not to analyse things too much and play.......
Ian in 'bonnie Dundee'