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Airmobile units in MC
05-04-2008, 04:34 AM,
#11
RE: Airmobile units in MC
Mike Bowen Wrote:Tying all Helo units to a range from a base unit would be good. Making them dismount when disrupted might be an option and I would have thought you could except landing in some types of hexes at the end of a turn without too much difficulty it is, I guess, sort of the reverse of mech units not coming out of T mode in marshes.


That is a good analogy Mike - and a neat analysis of how something that on the surface sounds good can have a number of twists to getting it right. And it is these exceptions that cause the programming headaches (or so I understand).

John Tiller always asked me to express what I would like done without having to use the phrase "but if ....." in the logic.

Glenn
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Messages In This Thread
Airmobile units in MC - by Mafooo - 05-02-2008, 08:55 AM
RE: Airmobile units in MC - by Glenn Saunders - 05-02-2008, 11:09 AM
RE: Airmobile units in MC - by Elxaime - 05-02-2008, 11:23 AM
RE: Airmobile units in MC - by Glenn Saunders - 05-02-2008, 11:49 AM
RE: Airmobile units in MC - by Aaron - 05-03-2008, 02:15 AM
RE: Airmobile units in MC - by Tbird3 - 05-03-2008, 03:23 AM
RE: Airmobile units in MC - by HirooOnoda - 05-03-2008, 04:34 AM
RE: Airmobile units in MC - by CptCav - 05-03-2008, 02:35 PM
RE: Airmobile units in MC - by Glenn Saunders - 05-03-2008, 04:52 PM
RE: Airmobile units in MC - by Mike Bowen - 05-03-2008, 08:45 PM
RE: Airmobile units in MC - by Glenn Saunders - 05-04-2008, 04:34 AM
RE: Airmobile units in MC - by Mike Bowen - 05-05-2008, 06:39 PM

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