I always get irritated when my unit (a corps or a fleet...) "bumps" on the enemy unit and the move is wasted. This is even more annoying when you know that if you clicked on a different hex, you would be able to attack the enemy.
Can this rule be changed so that it's always possible to attack the enemy unit stationed in the neighbouring hex?
Small annoying FOW rule
Moderators: firepowerjohan, rkr1958, Happycat, Slitherine Core
You have to see the unit to be able to attack. So you have to move aircraft close enough to attack.
The worst is I can see a unit, I move to attack that unit, but because there was a unit not observed foils the attack on the first seen unit.
IMO you should be able to attack the first unit and the be able to attack the next unit that was revealed. It is known as a probing attack.
this maybe a limitation of the engine that it is an either or kind of thing. It was originally allowed, but it would give an advantage depending
the time of year and situation. i.e. the Germans on attack in Barbarossa and then the Russians in the first and second winter. So we changed it just recently
so the Germans do not get pummeled in the first winter.
The worst is I can see a unit, I move to attack that unit, but because there was a unit not observed foils the attack on the first seen unit.
IMO you should be able to attack the first unit and the be able to attack the next unit that was revealed. It is known as a probing attack.
this maybe a limitation of the engine that it is an either or kind of thing. It was originally allowed, but it would give an advantage depending
the time of year and situation. i.e. the Germans on attack in Barbarossa and then the Russians in the first and second winter. So we changed it just recently
so the Germans do not get pummeled in the first winter.
Re: Small annoying FOW rule
Change log - 90. A ground unit can’t attack if it ends it move adjacent to a previously unspotted unit.We've made it more restrictive and consistent for ground units. Any ground unit that uncovers and moves adjacent to a previously unspotted unit is surprised that turn and cannot attack any unit.Cybvep wrote:I always get irritated when my unit (a corps or a fleet...) "bumps" on the enemy unit and the move is wasted.
-
Peter Stauffenberg
- General - Carrier

- Posts: 4745
- Joined: Sun Jul 08, 2007 4:13 pm
- Location: Oslo, Norway
The main reason this was added was that a country could exploit the FOW to move more hexes than he was allowed to because the ZOC from enemy units would only show an effect on movement if visible. So if the hexes were fogged then the game would allow the player to move as if the fogged hexes were empty.
When the player actually tries to move then the movement would be halted if they tried to mvoe through an occupied hex. Before the moving unit were still able to attack and that felt not right because the unit was surprised and had to make an impromptu stop.
The most typical exploit of this was on the east front on the start of the Russian winter offensive. If Germany retreated 2 hexes from the Soviet line the ZOC would mean the Russians could not move adjacent to the German units and attack. But because the German units were outside the Russian spotting range then the Russian units were allowed to move 2 hexes. So they did and could after the movement attack. If this was done cleverly then you could start at the flank and roll up the German front line in a situation where you should not be able to move adjacent to any German unit.
We had 2 options to solve this. One was to let the ZOC "work" even when hidden, but then the player would know the location of hidden units because some ZOC prevents him from moving where he was supposed to. The alternative was that land units that after movement would get adjacent to previously hidden units would become surprised and not be allowed to attack.
Then you can not roll up the enemy front line from moving into hidden ZOC.
When the player actually tries to move then the movement would be halted if they tried to mvoe through an occupied hex. Before the moving unit were still able to attack and that felt not right because the unit was surprised and had to make an impromptu stop.
The most typical exploit of this was on the east front on the start of the Russian winter offensive. If Germany retreated 2 hexes from the Soviet line the ZOC would mean the Russians could not move adjacent to the German units and attack. But because the German units were outside the Russian spotting range then the Russian units were allowed to move 2 hexes. So they did and could after the movement attack. If this was done cleverly then you could start at the flank and roll up the German front line in a situation where you should not be able to move adjacent to any German unit.
We had 2 options to solve this. One was to let the ZOC "work" even when hidden, but then the player would know the location of hidden units because some ZOC prevents him from moving where he was supposed to. The alternative was that land units that after movement would get adjacent to previously hidden units would become surprised and not be allowed to attack.
Then you can not roll up the enemy front line from moving into hidden ZOC.


