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Jammed units in large scenarios
12-23-2008, 03:22 PM,
#1
c_Question Mark  Jammed units in large scenarios
One of my biggest problems in large scenarios is getting my units all jammed up and can't move more than a hex or two, even with trucks.

Is there a total point value in a hex that prevents other units from moving through them?

I try to keep my totals to 12 points or below, but that may not be the proper number?

Thank you for your input.

Pat

Give a man fire and he'll be warm for a day.
Light a man on fire and he'll be warm for the rest of his life.

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12-23-2008, 04:13 PM,
#2
RE: Jammed units in large scenarios
Roads and forests, looks like a job for the MP's. While you can stack up to 24 SP's in a hex (not recommended), exceeding 12 SP's voids any road /unpaved road / trail movement. So lets say you have 7 SP's in a forested hex that has a road. If you try to move a 6 SP truck into that hex... BAM!! costs 65 mp's. If you move a unit 5 SP's or less you're getting the road movement rate. (7 + 5 is equal to or less than 12) I try to keep a max of only 6 SP's on road hexes during my movement so I can keep the roads somewhat fluid. However as my turn ends and as units are winding down the last of their available movement points I'll finish the turn with 12 - 18 SP's on road hexes. The key is to use as much road movement as possible for each unit. Sometimes this means moving unit A 2 hexes, unit B 3 hexes, then unit A again, etc, etc takes patience and practice but it works.

Makes you realize why unit commanders got so upset when other units would use roads that weren't assigned to them.

You want a scenario to teach you traffic control I suggest you try the Brits in "Ortona: Canadian Stalingrad"
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12-24-2008, 02:29 AM,
#3
RE: Jammed units in large scenarios
I am pretty sure that wrecks count towards the 12 SP limit for road effects, too. So if you lose a bunch of trucks, tanks, etc. in a forest road hex, it will be a bottleneck for the rest of the scenario. I lost a bunch of tankettes on a full hex bridge once, and it shut down the bridge for good. Couldn't move any unit into the hex for the rest of the scenario. Luckily there was another bridge further down the map.

I can't remember, but is clearing wrecks one of the new engineer functions in 1.04?
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12-24-2008, 02:39 AM,
#4
RE: Jammed units in large scenarios
Mike Abberton Wrote:I can't remember, but is clearing wrecks one of the new engineer functions in 1.04?

Wreck clearning is available in 1.04, but requires special wreck clearing units, which are not included in most scenarios.

Jason Petho
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12-25-2008, 05:49 AM,
#5
RE: Jammed units in large scenarios
Thank you all for the information.

I will not be so casual in moving my units from now on.

I have tried moving the foremost units (those to the front of the column) first so as to clear the roads for the ones behind.

Thanks again,

Pat

Give a man fire and he'll be warm for a day.
Light a man on fire and he'll be warm for the rest of his life.

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12-25-2008, 11:11 AM,
#6
RE: Jammed units in large scenarios
Grizz:

It is sometimes helpful to consider the road as a two-lane highway where one column (of SP 6) is going in one direction (to drop off their cargo) and the other column (of SP 6) is going in the opposite direction (to pool after dropping off their cargo).

umbro
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