ZoC Issue

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joerock22
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ZoC Issue

Post by joerock22 »

I realize it might be a little late in the game to make this post, but here goes.

Observe, for example, 2 German tanks and a line of Russian infantry, with 5 hexes between them. The Germans cannot see the Russians, of course.

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Now we all know that tanks can only move 4 hexes if the destination hex is in the ZoC of 2 enemy units. But because the first tank (Tank 1) cannot see the Russian line, it is allowed to move 5 hexes. Now observe that Tank 2 cannot move the 5 hexes because the Russian line is visible. It is blocked by the ZoC.

Image

In the old system, Tank 1 would be able to attack. The newer rule that units cannot attack previously hidden units is definitely an improvement in that regard. But my question is, why is Tank 1 allowed to move the 5 hexes in the first place? In other words, why is it allowed to essentially "break" the ZoC rules just because it couldn't see the Russian line before?

Not allowing Tank 1 to attack is only a partial remedy, because allowing the 5-hex move puts it in a favorable position for attacking next turn. This can happen with all ground unit types and it discourages players like me from trying to conduct a fighting retreat. Even if you play the ZoC right on one turn, the enemy can catch you on the next using this exploit.

Would it be possible instead to stop Tank 1 after 4 hexes, once it came into contact with the previously hidden ZoC and "realized" it didn't have enough movement points to overcome it? I think this would be a definite improvement. It just doesn't make sense that a unit can blindly charge into a position it rightfully shouldn't have been able to go. In the days it would take for the unit to move from hex to hex, it would have plenty of time to scout ahead and view the enemy positions.

Thoughts?

BTW - I think this would remove the need for the rule that you cannot attack previously hidden units. The only thing that would matter is ZoC. Sometimes, you just know that a unit is there even if you can't see it, and I think you should be able to attack it if you can legitimately get there complying with the ZoC rules. Again, the moving unit would have plently of time to scout the enemy positions as it advanced.
Peter Stauffenberg
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Post by Peter Stauffenberg »

The problem is that if you change this then you will understand there is a unit there because you could otherwise be able to move to the hex. So the hidden unit is not so hidden anymore.
joerock22
Captain - Heavy Cruiser
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Joined: Fri Oct 03, 2008 12:38 am
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Post by joerock22 »

Could you have it so the full movement potential would be visible, but the unit would suddenly stop when it hit the ZoC? Kind of like a DD moving and getting stopped by a hidden sub. I don't know if this is possible to implement...
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