You see where the arrow in white was from, that squareCybvep wrote:So where was GAR located, exactly?
ZOC and supply
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Crazygunner1
- Major - 8.8 cm FlaK 36

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- Joined: Sun Dec 27, 2009 4:13 pm
Re: ZOC and supply
Re: ZOC and supply
If it's the hex that's south of the Soviet unit, the one that is right next to the Axis corps, then it still qualifies as a hex which is adjacent to the enemy unit. At least this is what logic indicates IMO.
Re: ZOC and supply
Cybvep wrote:If it's the hex that's south of the Soviet unit, the one that is right next to the Axis corps, then it still qualifies as a hex which is adjacent to the enemy unit. At least this is what logic indicates IMO.

Re: ZOC and supply
O_O. This is counter-intuitive as hell, especially considering that the fact that the unit didn't move that way on the map, because that hex wasn't captured. IMO this only makes it harder to understand the rules.
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Crazygunner1
- Major - 8.8 cm FlaK 36

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- Joined: Sun Dec 27, 2009 4:13 pm
Re: ZOC and supply
True, i have another thread about air units, does anyone here have answers to those questions?Cybvep wrote:O_O. This is counter-intuitive as hell, especially considering that the fact that the unit didn't move that way on the map, because that hex wasn't captured. IMO this only makes it harder to understand the rules.
Re: ZOC and supply
The GS 2.1 Manual does contain a new chart that details movement costs in a 3D manner for terrain, weather and supply level. See the latest version of the manual, section 7.2.4 for the chart under "Alternative View - Movement cost per Hex".
alec
alec
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joerock22
- Captain - Heavy Cruiser

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- Location: Connecticut, USA
Re: ZOC and supply
The pathfinding aspect of the game is not perfect. It always takes the straight-line course to a hex regardless of whether that path is viable or an alternate route is required. I consider it a minor defect that only affects gameplay in rare circumstances.


