• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


TOAW3 Airmobile Bug?
03-15-2007, 09:38 PM,
#1
TOAW3 Airmobile Bug?
Playing Red Thunder, came across the following sequence of events, it has to do with airmobile movement...

10 SpFor Grp (-) is in hex (23,41) with 50% turn/MP remaining 3/6
airmobile move to (27,40) which was full move or one hex off (cant remember sorry)
disembarked
fired on by adjacent MR unit (no details due to FOW)
deposited in hex (27,40) still with 3/6 MP's remaining...
I then dug it in which has destroyed evidence of remaining MP's.......was only on reflection I realised what had just happened.

I've sent before and after SAL's to Ralph, anyone else seen this one, is it a known phenomenom?

W
Quote this message in a reply
03-16-2007, 10:51 PM,
#2
RE: TOAW3 Airmobile Bug?
Can you explain a bit further?

You begin with 3 of 6 MP's remaining; does that mean you're already embarked, and have moved three hexes by airmobile movement? I think if you have move three by foot/motor, you can't embark.

Then you move to 27/40. And disembark. Then your're fired on by adjacent MR unit. After you disembark? Or before? And what is "MR"? (sorry, I'm weak on acronyms!).

Because if before disembarkation, could be an enemy air or AA attack, while enroute; but I don't think you should be attacked, after disembarking, by an adjacent unit?!

Unless you landed on an occupied hex, had combat, prevailed, and made the occupying unit retreat. That would be "normal".

I do think you could have some MP's remaining, after landing, depending on how far you went?

So I guess the issue really is the remaining MP's? You felt you shouldn't have any remaining, in view of your airmobile movement? That may be right, I'm not sure; airborne units have some MP's left after dropping, and airmobile should as well, but I can't remember if they do...
Quote this message in a reply
03-18-2007, 05:45 AM,
#3
RE: TOAW3 Airmobile Bug?
And the answer is;

"Not a bug. Regardless of how far you fly while embarked, airmobile movement will result in 1/2 MP's being left over for use in combat, movement and digging in, unless the unit already had fewer than 1/2 of its starting MP's prior to starting the embarked portion of its move."

I have posted a follow up query to find out if units with less than half MP's remaining end up with zero, no reply as yet.

in answer to your post Currahee,

had 3of6 MP's left (50% turn remaining) but was unmoved/unembarked before the move above.

MR= motor rifle

was fired on during the change from embarked to mobile status, i.e after right clicking "disembark unit" I am pretty sure it was "ground combat" which i thought fair. was only left over MP's I thought strange, I had assumed ground MP's would be in proportion to airmobile MP's and vice versa. its a rule/working of the system i was unaware of thats all...

still learning, sigh....Violin

concurrent discussion, same topic, below


http://www.xtreme-gamer.com/forums/showt...hp?t=65589


Quote this message in a reply


Forum Jump:


Users browsing this thread: 2 Guest(s)