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Hi all,
I need a small info.

Sometimes happen that units have differences in movements and some units (often just one) stopped before the end.

Example: one HQ with 18 points movements and 3 units with 12 points movements, I click for a movement on a hex far 12 points from the group and, for some reasons, some units remain hexes away with 0 points movements.

What is strange is that some units reach the choosen hex and one not, why that? They start from the same hex and use the same path, so why this difference?

Thanks,
Murphz
Sometimes I think the hexes get muddied, esp after transit by motorized units. Maybe also stacking penalties occur. I've noticed this also and suspect these 2 causes.

(05-11-2013, 09:55 AM)Murphz Wrote: [ -> ]Hi all,
I need a small info.

Sometimes happen that units have differences in movements and some units (often just one) stopped before the end.

Example: one HQ with 18 points movements and 3 units with 12 points movements, I click for a movement on a hex far 12 points from the group and, for some reasons, some units remain hexes away with 0 points movements.

What is strange is that some units reach the choosen hex and one not, why that? They start from the same hex and use the same path, so why this difference?

Thanks,
Murphz
(05-11-2013, 09:55 AM)Murphz Wrote: [ -> ]Hi all,
I need a small info.

Sometimes happen that units have differences in movements and some units (often just one) stopped before the end.

Example: one HQ with 18 points movements and 3 units with 12 points movements, I click for a movement on a hex far 12 points from the group and, for some reasons, some units remain hexes away with 0 points movements.

What is strange is that some units reach the choosen hex and one not, why that? They start from the same hex and use the same path, so why this difference?

Thanks,
Murphz




If I'm not mistaken, you may also get a movement penalty while crossing an enemy unit's ZOC. I think there is a random element involved in the calculations - the manual says:

"Enemy Adjacent: 12.5% to 25% of the original Movement Allowance. This depends on the unit’s Reconnaissance Capability. This penalty is doubled if the unit is moving from one such location to another. The cost is assessed upon leaving a hex adjacent to the enemy, not upon entering it."

So, if you move your units adjacent to the enemy units, it may also trigger off the situations you describe - e.g. unit A may move slightly further than unit B.