How to calculate AI amount of moves possible...

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ptje63
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How to calculate AI amount of moves possible...

Post by ptje63 »

Have question about how to calculate the amount of moves AI's units have and added screen shot from Novorod.
Red circle involves hex, in which I consider moving either Sturmpanzer, for obvious defense reasons.
But - can it be attacked by the BT-5 or Conscripts?

I would love a mouse hoover choice of answering this question - which occurs so many times... : if I move my unit to suchnsuch hex, can it be attacked or not (assuming AI's units are visible by proper reconnaissance... - so therefore not including any surprise attacks...).
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goose_2
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Re: How to calculate AI amount of moves possible...

Post by goose_2 »

No you are safe from both units as your 2 Pz3's are in the way of their movement.
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Imarion
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Re: How to calculate AI amount of moves possible...

Post by Imarion »

I think this is not actually a question but rather a request for UI improvement.

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ptje63
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Re: How to calculate AI amount of moves possible...

Post by ptje63 »

Yes - its both a question and request for improvement - that is: if I havent missed any chance of getting this type of info.
And yes - (thanks goose_2) I was safe moving my art to the hex in question - because of the Pz.IIIs blocking their Ai's movement.
But there are numerous moments when I wish I had better chance of calculating any form of resistance/attacks by AI.
Will add screens shots when I encounter such an occasion to this thread.
TSPC37730
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Re: How to calculate AI amount of moves possible...

Post by TSPC37730 »

Wait a second... How did you get a 14 strength PzKpfw IV?
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Re: How to calculate AI amount of moves possible...

Post by Ursulet »

Using a cheat code it seems. Otherwise it is impossible.
ptje63
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Re: How to calculate AI amount of moves possible...

Post by ptje63 »

TSPC37730 wrote:Wait a second... How did you get a 14 strength PzKpfw IV?
Well spotted :lol:
I was using advanced settings and wanted to find out what happened when using overstrength slider - it is a unit with 11 basic points therefore.
I have two such units, the other one the SdKfz 232, three hexes to the left of the PzIV.
Quit using it as I found out it is not realistic enough.
ptje63
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Re: How to calculate AI amount of moves possible...

Post by ptje63 »

PC 01.jpg
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Similar type of question, which I come across often, but especially important regarding to rec units:
how much movement is left when I enter the hex pointed out by the white arrow - depending of cours on the type of terrain?
As anyone has experienced before, if the rec does spot a lethal enemy unit and no movement is possible than it could end up as a sitting duck - but if mov is possible then still be able to escape/retreat.
As is - I dont want to risk my unit and because I dont know what the possibilities are, perhaps loose valuable rec information....
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Re: How to calculate AI amount of moves possible...

Post by ThvN »

Now that is a good question... I'm not 100% sure how the movement is calculated for recon units, but a lot of trial and error have me believe that each 'stage' (etappe) of movement cost 1 extra movement point.

I will try to explain using the SdKfz 232 8rad you are using. It has movement type 'all-terrain', and its movement rate is 8 (hexes). So in clear terrain, it can move 8 hexes. If you move the recon 2 hexes, you will have 8-(2+1) = 5 hexes of movement remaining. If you then move another hex you will have 5-(1+1) = 3 movement left. At least, that's my theory after some testing.

In difficult terrain, it is a bit more work to calculate, but I'll try to use your screenshot.

If it starts with 8 movement (so you haven't moved it yet), entering that forest hex costs an all-terrain type unit 3 movement points. So after you do this it should have left 8-(3+1)= 4 movement points. If you then decide to move next to the BA-10 this will cost 1 movement point (it's countryside terrain), leaving the unit with 4-(1+1)= 2 movement points. This is a problem because this means you cannot move it back into the forest it came from (this will cost 3 points). The KV cannot move anymore, and the BA-10 has a zone of control, so this means it will be stuck in that hex. If the BA-10 is destroyed your recon unit has three option to use its remaining 2 movement:

1. move into the hex that was occupied by the BA-10 (costs 1+1)
2. move into the hex directly south of it (costs 2)
3. move next to the victory hex (costs 2)


As an alternate suggestion, if you move it immediately into the hex next to the BA-10 (costs 3 move through the forest + 1 for the countryside), you will have 8-(4+1)= 3 move left. You can attack the BA-10 and move your unit back into a forest hex with the remaining 3 movement, or move further ahead to scout a bit more.

I haven't done much testing on recon units, so if my theory is not correct, just let me know!
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