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Re: ZOC and supply
Posted: Tue Aug 07, 2012 11:23 pm
by Crazygunner1
Cybvep wrote:So where was GAR located, exactly?
You see where the arrow in white was from, that square
Re: ZOC and supply
Posted: Tue Aug 07, 2012 11:29 pm
by Cybvep
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
Posted: Wed Aug 08, 2012 1:45 am
by rkr1958
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
Posted: Wed Aug 08, 2012 9:01 am
by Cybvep
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
Posted: Wed Aug 08, 2012 9:32 am
by Crazygunner1
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.
True, i have another thread about air units, does anyone here have answers to those questions?
Re: ZOC and supply
Posted: Sat Aug 18, 2012 11:43 am
by amcdonel
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
Re: ZOC and supply
Posted: Sat Aug 18, 2012 4:15 pm
by joerock22
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.