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  #1  
Old April 19th, 2008, 03:35 PM

Warhero Warhero is offline
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Default One question...

If enemy's aircraft fires my tank which has inf platoon (just fire without causing any losses), why I can reload platoon but not to move tank during same turn? What is idea behind this? I think that this makes game even "slower" (if I play with 50000-65000 points/side) than it should be... I would understand point of not-to-move better if my tank is damaged/destroyed but it's ok in this case...
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  #2  
Old April 19th, 2008, 06:58 PM
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Mobhack Mobhack is offline
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Default Re: One question...

It is nothing to do with damage. If unprotected riders decide to offload after a near-miss, then you need to reload them (or leave them behind).

Loading and unloading your troops takes time, so movement is deducted from both parties, unlike the original SP series games where loading and unloading was free. Larger sized sections take more time as well. It has been like that since WinSPWW2 version 1.0.

Cheers
Andy
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Old April 20th, 2008, 05:13 AM

Warhero Warhero is offline
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Default Re: One question...

Ok Andy. Sometimes it's more faster way to load inf into tanks than just move them individually... And sometimes it's bit frustrating to try keep tanks near your infantry (which moves naturally slower). But I can accept that.
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Old April 20th, 2008, 10:37 AM
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Mobhack Mobhack is offline
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Default Re: One question...

It stops the old SP tricks
- "Teleporting"
march a passenger 100% of its MP to a carrier vehicle, mount for free, use 100% of the transport's movement to go somewhere, then offload (for free) in a fresh transport's hex, mount again, repeat as desired. Used to be a very useful trick to move arty right across the board etc

- "Free Recce"
As an APC moves forward, continually mount and remount the passengers (at nil cost to either party) for a look around on foot (better than vehicle spotting).

NB - unlike the old SP engine, dismounting also now triggers opportunity fires.

cheers
Andy
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