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Fixed units and Tunnels in Tour of Duty
07-28-2015, 02:48 PM,
#3
RE: Fixed units and Tunnels in Tour of Duty
Tunnel movement doesn't go hex by hex, but from entrance to entrance as long as the unit has enough movement points to reach the hex (movement point cost is given in the pdt file and just counts the number of hexes). This is because you can't have two elevations in the same hex in SB. If there is ever another update to the SB engine, this might be something that could be looked at (making fixed units not eligible for tunnel movement, not two elevations in the same hex; we asked for that some time ago and were told "no").

Tunnel or cave movement is a great way to move as it is fast (too fast in my humble opinion) and doesn't expose your units to fire. You can use it to sneak behind your opponent, retreat from a bad position or a host of other possibilities. Pacific scenarios have it included in numerous scenarios and you should think about the possibilities if it is an option.

Jeff
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RE: Fixed units and Tunnels in Tour of Duty - by Jeff Conner - 07-28-2015, 02:48 PM

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