Reinforcement

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

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Eltare
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 78
Joined: Mon Aug 01, 2011 3:09 am
Location: Tankograd

Reinforcement

Post by Eltare »

I have not tested it, but maybe someone already knows. What happens if the unit should appear as the reinforcement (in version 1.01b3), but the position at which it should appear occupied by other unit?
Kerensky
Content Designer
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Post by Kerensky »

Does not appear until hex is unoccupied.
Eltare
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 78
Joined: Mon Aug 01, 2011 3:09 am
Location: Tankograd

Post by Eltare »

Thank you!

Another question on the topic. I understand it correctly, that using the editor is impossible to make the two units appeared in the same position, but at different times?
Razz1
Panzer Corps Moderator
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Post by Razz1 »

NO
Kerensky
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Post by Kerensky »

Air and ground units can share the same hex and appear at different time, but any unit on the same plane cannot.
Eltare
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 78
Joined: Mon Aug 01, 2011 3:09 am
Location: Tankograd

Post by Eltare »

Thanks again. Yes, I really meant was 2+ similar type of unit (all ground or all of the air). Ok.

Well so triggers that I set (the zone appears must be free from the units) can be removed.
Molve
Master Sergeant - U-boat
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Post by Molve »

It seems a very good idea to use zones to check that the vicinity of the reinforcement is cleared of enemy units before allowing it to appear.

This from the enemy's POV: it would be very frustrating if you advance to prevent reinforcements, but that these units appear anyway, simply because you didn't know which exact hex it appears in. And because it's slightly silly to need to keep a garrison unit in that space for the remainder of the scenario...

Much better scenario design if reinforcements don't appear as long as there's any enemy presence within, say, 3 squares from the reinforcement hex(es).

Takes the arbitrariness out of the event, especially from the POV of the enemy.
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