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  #1  
Old November 3rd, 2006, 06:00 PM

RubberNeck RubberNeck is offline
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Default Re: They won\'t stay bailed out!


Yes, they do have some suppression, even though it has been 6 or 8 turns since they were last fired upon. It is frustrating since the tank crew that really needs to mount up right now doesn't, but these two intrepid truckers hop back in without a problem!

I never thought about moving another vehicle in to load them up but that would be the easiest solution.

Thanks.
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Old November 4th, 2006, 03:43 AM

RubberNeck RubberNeck is offline
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Default They won\'t stay bailed out!

My Opel truck took some mortar fragments and became immobilized. No big deal, as I left them to their own devices to try and correct their situation and hopefully get mobile. Now the Canadians are on the other side of the forest about six hexes away and it's time to get the crew away on foot. I order them to bail out, but once on foot have no movement points. By the next turn when I try to run them to safety they have already returned to the cab, presumably to try cranking the starter one last time. This is now 4 times that they have done that.

How can I convince them to abandon their truck for good?

Dean
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Old November 4th, 2006, 04:42 AM

narwan narwan is offline
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Default Re: They won\'t stay bailed out!

Are they still supressed when they bail out? If so it is possible that they are pinned and hence won't move. The suppression could still be low enough though to allow them to pass the check to 'reequip' their vehicle.
So the solution would be to get them to rally enough to move away from the vehicle on their own. Or you can move another vehicle into the hex, load them on as passengers and drive away. You can load units in pinned status so that wont be a problem.

Narwan
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