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I have never seen that before now!!!!
11-28-2007, 11:54 AM,
#1
I have never seen that before now!!!!
No, I am not talking about that. It has been done before and you can find it on the internet.

I am talking about over running a hex just before your opponent reinforcements arrive...... I am playing Nemisis in Mr. Road Runner's H2H EF scenario Hell's Crossing.

I assaulted several of his Russian units and ended up sitting (unknown to me) right on top of 2 or 3 hexes where his reinforcements arrived at the beginning of the next turn.

Imagine my surprise when my units were tossed from their hex by the arriving Russian hordes! BAM! They went flying onto the adjacent hex without a shot being fired.

It was as if they popped out of the sewers.

My question is this...(Q) What would have happened if I had more than 13 units in the adjacent hexes. Would they have surrendered like units that can not retreat due to over stacking?

BTW, I like Ed's scenario so far.

Jack
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11-28-2007, 12:42 PM,
#2
RE: I have never seen that before now!!!!
I think that was additin in 1.01? Something like that anyway, to prevent people sitting on the objective hexes.

Had the hex been surrounded by your forces, and you could not retreat, I believe the units would have been captured.

But, I've been wrong before.

Jason Petho
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11-28-2007, 08:07 PM,
#3
RE: I have never seen that before now!!!!
Mention it (and the affected entry hex number) in the test report. Usually a designer would not like to see one of the sides to be able to reach the reinforcement entry hexes at all before all reinforcements have entered. What the game engine makes of the situation, however interesting, seems less relevant IMO.
My guess is that the designer will think of something to prevent it from happening in the final version.
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11-28-2007, 08:51 PM,
#4
RE: I have never seen that before now!!!!
Wow Jack, you must be pressing through minefields and blocks in the village at a rapid pace! Eek Whip
I did have it come up once during testing but, the action did not "unbalance" the scenario or give the defender an unfair advantage. Herr Huib, I know the hex well. Jack has done a smashing job to get there prior to all the Soviet reinforcements arriving.
I'll take a fresh look at it. But, it reminds me of games I've played where loads of the enemy were sitting on entrance hexes well before my reinforcements were due to arrive.

Jack, watch out if you ever play one of my WF desert scenarios! In some instances reinforcements come in from all compass headings, with friendly units following enemy and other friendly units minutes later! ;)

BTW, I am glad you like it. :smoke:
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11-29-2007, 05:47 AM,
#5
RE: I have never seen that before now!!!!
Actually this comes up more often than you think.

There are a number scenarios where reiforcements arrive in the middle of the board (such as in WF's "Deadly Lesson"). The opposing troops get knocked aside even if in a VP hex!

Thanx!

Hawk
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11-29-2007, 05:54 AM,
#6
RE: I have never seen that before now!!!!
Hey BD, it is a good scenario and you will like it. Lots of action and options.

Ed is right, you have to be advancing like a mad man. Talk about a Blitzkrieg! Whip
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11-29-2007, 11:34 AM,
#7
RE: I have never seen that before now!!!!
If I am not mistaken, if your reinforcements come via an airdrop into an occupied hex, those reinforcements are captured..?
Mike aka Scraps
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11-29-2007, 02:48 PM,
#8
RE: I have never seen that before now!!!!
That's broadly correct...I think they get killed without contributing to victory points however. If I remember rightly, they will also take casualties if they land adjacent to an enemy (also without adding to the enemy's VP total).
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11-29-2007, 08:52 PM,
#9
RE: I have never seen that before now!!!!
McIvan,
You are correct sir! :)
It's killed or captured for landing in a enemy occupied hex, glider troopers too!
And, I read somewhere there is a calculation for percentage of casualties when landing in an adjacent hex. :smoke:

cheers
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