Do overrun areas prevent triggered reinforcements?

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charonjr
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Do overrun areas prevent triggered reinforcements?

Post by charonjr »

Hi,

a question occured to me at the beginning of turn 5 of my current '42 Kharkov game (where I do expect a Soviet counterattack).

If you have units in an area where there is supposed to be a triggered reinforcement respawn for the Soviets (e.g. the red circled area in the screenshot), will the respawn still happen?


Image


And if it does, what would happen to units whos respawn spots are currently occupied by my units (e.g. at the end of those 2 blue movement lines)?

Even if in this scenario the counterattack is only based on units already at the map, it would be nice to know how spawning works in circumstances like this.

Thx,

CharonJr
bebro
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Re: Do overrun areas prevent triggered reinforcements?

Post by bebro »

Afaik, triggered units can only appear on an unoccupied hex. But the trigger can be active for several turns, so the unit appears whenever the hex is free during that time. In this case you'd need to hold those hexes all the time the trigger conditions are met.
Kerensky
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Post by Kerensky »

1. If the hex is blocked, yes you will prevent units from 'spawning'.
2. This is often why mission critical units and bonus 'capture' units are pre-placed on impassible terrain (thick swamp, bog, rough field, rubble, et cetera). This prevents scenarios from suffering critical trigger failure.

Most importantly, however:

3. Because of the feedback we've received in the past, we've pretty much completely removed the 'spawning in' mechanic from official content. (Looking at you Wassigny).
What you will find instead now is units that are configured as reinforcement already exist on the map, but their AI has been configured to the 'Active Hold Position' state, which is then later overwritten when the proper scenario conditions are fulfilled.

In this specific example, if you do a fly over of the area you've circled in red with a fighter scout, you should find a lot of Reds (;)) marshaling their forces in that region. If you get too close to them though, they will activate and attack though, which is how Hold Position Active works.
charonjr
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Post by charonjr »

Thank you for the replies :)

But in this case I dare to say that Kharkov is a tad too easy, this is the situation on the end of turn 5 and while I have been fairly lucky a couple of times (good weather on all turns IIRC) and have been pushing fairly aggressively to get into position to stop an expected counterattack - thus losing quite some STR - a turn 6 DV is the fastest potential win that I have seen till now ;)

Image

Oh well, off to camping the last remaining VP for 15 more turns then ;)
charonjr
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Post by charonjr »

Ouch, at turn 7 the AI bought 4 new KV-1Cs and 1 BA-10, this might get more interesting than I thought ;)
Kerensky
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Post by Kerensky »

For every one of these threads (too easy!), there's another like this:

viewtopic.php?t=31824

:)

As much as we might want to increase the difficulty, we have to keep in mind that not everyone plays on the same level. The default difficulty levels are there to appeal to the majority of our gamer community. When I say default by the way, I mean the 5 accessible immediately upon install. For our really advanced players, the best solution is to play on the advanced, unlock-able difficulty modes. Details can be found in the Common Questions sticky and here:
viewtopic.php?t=27338
charonjr
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Post by charonjr »

Thx, one thing I just recalled from the Wassign discussion: IIRC most people were not so much concerned about the respawn itself - which can always be explained by unit arriving from outside the map - rather about the respawn happening too far away from the edge of the map.

And for medal hunters like me Manstein does look attractive ;)
Aloo
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Post by Aloo »

Kerensky wrote: If you get too close to them though, they will activate and attack though, which is how Hold Position Active works.
In this scenario (Kharkov 42) Ive sent fighters to the enemy airfield in the south-east chasing some damaged fighter. Ive found 2 new fighters and a bomber (bomber over airfield, fighters next to it) there and attacked the fighters damaging both to about 2-3 str points left. They didn't do anything next turn (both the fighters and the bombers) and got wiped out.
Im not sure if they failed to activate and stayed in hold position? I didn't have any ground forces nearby.
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