RobertCL wrote: Sun Oct 11, 2026 6:17 pm
Sea Lion Plus (Panzer General Forever)
1. A British infantry unit is retreating and occupies an hex I already occupy with a German naval unit (but he hex is still owned by UK meaning having a British flag)
2. Calling for reinforcements : they arrive in France not in UK!
3. Reinforcement units are then place on harbors --> if you put them in transport ships they cannot move on water, they want to be deployed as ground units on the French coast. Sometimes you have to wait two turns before they accept to be moved on naval transport (and not debark on same coast).
Australia (Pacific General)
1. Calling for Paratroopers in a greyed zone means you never see them. Need to make a recon first ?
2. NB: a scenario impossible to win if you do not occupy a VH soon.
The next update should prevent retreats into hexes occupied by hostile naval units or embarked transports.
I found out in the code that embarking a unit consumes its actions. The proper change is when an unmoved unit is on a port, it should embark and sail at the same turn.
The expected behavior should be:
- An unmoved ground unit can embark and sail immediately.
- If a unit has actually moved into a port, the Embark option must be disabled.
- Switching organic land transport ON/OFF must not count as movement.
- Existing transport capacity and naval occupancy restrictions remain intact.
I added it to the next release.
Fallschirmjäger Support is an off-board action in Classic General that lets you drop paratroopers behind enemy lines.
Here's how it works in the current implementation:
1. Availability: From Turn 2 onward, provided the scenario has eligible paratrooper equipment. Support is available from September 1939.
2. Activation: Open the Off Board panel and select Fallschirmjäger Support.
3. Target selection: Click anywhere on the map to designate the center of the drop zone (even in unrevealed area).
4. Deployment: The game randomly deploys 1 or 2 auxiliary paratrooper units within five hexes of your chosen location, wherever legal landing hexes are available.
5. Unit strength: Each paratrooper unit arrives at strength 10, with no experience or entrenchment.
6. Movement:
Newly dropped units cannot move or attack until the following turn.
The action costs prestige and can normally be used once per battle.
The landing hexes are selected randomly, so the troops are not guaranteed to appear exactly where you click.
Global Request Ground Forces updated.
The rule would apply across all seven existing modules and generators, including stock campaigns, custom campaigns, standalone scenarios, and generated battles.
When the three Auxiliary units requested through Off-board Support arrive, the game evaluates deployment locations in this order:
1. Secure forward beachhead: Prefer a captured coastal position on the invasion side of the battlefield.
2. Captured friendly harbor: Prefer a suitable harbor when the beachhead itself lacks enough deployment space.
3. Original deployment zone: Use the established reinforcement deployment area when no secure forward location exists.
4. Friendly rear map edge: Final fallback when the original deployment zone cannot accommodate all three units.
5. Postpone arrival: Only if no legal location can accommodate the reinforcements.