I'm feeling a bit smug about my knowledge of military trivia right now

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I'm game to test it again for sure, if you have some free time after ColonelY detailed footnotes
You are Da ManErik2 wrote: ↑Thu Dec 10, 2020 2:41 pm I think I found the cause of the global Italian unit removal.
One of the later Unit Removal triggers lacked a specific target hex. This meant it would remove all core units all over the map![]()
Quite a powerful trigger...
I have updated the current Operazione 1.8 link.
Erik explained to me it is a matter of special forces units: paras and disembarking units need to remain over the objective till the flag is raised.KarisFraMauro wrote: ↑Thu Dec 10, 2020 10:51 pm The subtleties of this game are truly profound... Speaking of which I have a question. I notice sometimes I'll take over a town and if I leave the next turn, it remains mine. Other times if I leave the next turn it reverts to the previous owner, so I have to stay a full three turns for the flag to be raised. What's the difference? I feel like it might be a supply thing.
To my knowledge it's like this: If a flagged supply hex is taken, it takes three turns for the supply change to take place; if the hex is not flagged, the supply changes immediately.Chema_cagi wrote: ↑Fri Dec 11, 2020 2:51 amErik explained to me it is a matter of special forces units: paras and disembarking units need to remain over the objective till the flag is raised.KarisFraMauro wrote: ↑Thu Dec 10, 2020 10:51 pm The subtleties of this game are truly profound... Speaking of which I have a question. I notice sometimes I'll take over a town and if I leave the next turn, it remains mine. Other times if I leave the next turn it reverts to the previous owner, so I have to stay a full three turns for the flag to be raised. What's the difference? I feel like it might be a supply thing.
Anyway, I have not always understood with every unit: some landed infantry units seemed to capture objectives at once, while others seemed to need 3 turns...but I might have analyzed badly
Thanks for the info Gabe. Our doubts come from the Operazione C3 scenario. The north island of Malta is taken by paracadutisti: even having already a controlled supply source connected, if you abandon any occupied supply hex before the flag is fully raised, control reverts to the allies, so you need some 15 turns to have a decent supply in that island (having only one para unit). I didn't remember anything alike in other paratroop scenarios like Crete.GabeKnight wrote: ↑Fri Dec 11, 2020 5:16 am To my knowledge it's like this: If a flagged supply hex is taken, it takes three turns for the supply change to take place; if the hex is not flagged, the supply changes immediately.
For the above question: If a flagged supply hex is captured with no connection to another active supply source and there's no friendly unit on or adjacent to said hex, it reverts ownership next turn.
But now it's okey, in the previous versions I was unable to repair airplanes in Gozo till turn 16 or 18...In the last version I was being almost able to repair until you made a sneaky, cunning counterattack
Yay! I though exactly the same, it was like those movies where one dies and has a second chance
Exactly, there was a lonely 'neutral' gunboat in the middle of the jungleThe ship inland is probably a gun boat which may be deployed if you click one time too many when you're saving a scenario. An old quirk.
Almost like this, but not neutralChema_cagi wrote: ↑Fri Dec 11, 2020 5:51 pm
Exactly, there was a lonely 'neutral' gunboat in the middle of the jungle