Afghanistan '11 changes the paradigm of wargaming and manages to bring Counter-Insurgency and guerrilla warfare to your screen, properly represented thanks to a revolutionary gameplay formula!
Weeeeell.... all games I can think of, board and PC, if you have enough AP's, you can always perform actions without having to leave the starting hex, unless movement is integral to the action being performed. Doing an IED Scan could take the unit out of Ambush mode, which it would have to return then to. So I don't see why it shouldn't be the case. Being able to IED Scan from the original hex would reduce fiddling with positions all the time.
This was for two reasons , we wanted to avoid two units in same hex and we wanted to visually represent the off loading of a unit, so it's in the design
In the same vein (and also scratching my head to the added gameplay value of this behavior ) when a US SF is in outpost mode, it has to move one hex before being able to request supply from the nearby FOB. What's the point? I don't get here the argument about 'two units per hex', as the unit is alone in the mountain.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
This appears to be a bug wherein the infantry unit at the start of the turn does not get it's SOP menu. It has to move first before it appears which doesn't seem right to me.
Also, it seems that sometimes I'm able to perform SOP's that cost 1 action point (like resupply near a FOB) even after expending all action points...?