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Enemy Action: Ardennes» Forums » Rules

Subject: AS : 9.21 - restriction to German movements rss

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Mendel Lius
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Hi,

Big doubt about my interpretation of the rules regarding implementation of movement methods, in particular 9.21 restrictions.

- Are they considered during the determination of the movement method?
- Are they considered only when choices have to be made inside a given method?
- Are they implemented after the choice of the method, which can lead to incomplete movement or no movement at all? If so are subsequent methods checked if 9.21 prevents even one-hex move with a first method?

I have observed that the two first interpretations often lead to optimal movement, but can also stuck units for a long time. I predict that the 2nd one would sometime to less optimal moves but would unstuck units, for example several nearby infantry advancing step by step, activation after activation, would be able to make progress toward towns as they "cover themselves" against rules c) and d). I have seen that situation in the west region of Bastogne.

Finally I am having a hard time with differentiation of rules c) and d). For me c) is included in d), am I right?

Cheers,
M
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Tom Kassel
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yes, no, yes, yes

I don't recall all changes during testing but suspect d) was a late addition and could have just replaced c).

The restrictions apply hex by hex. A unit might start moving with a method but halt due to d).

Note also that 9.24 can alter the end result of a movement significantly. In particular, method 11 might be sabotaged by 9.24. If the hex adjacent too best target is already occupied and also adjacent to another enemy, the moving unit might have to move to an empty hex no longer adjacent to the previously calculated target.

There are a few principles at work. One is keeping the procedures simple enough for a player to operate. Another is denying the AI a god's eye view of the complete situation. If the AI made optimum moves regularly, its more plentiful card play would slaughter the allies.
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Martin Åkerlund
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The only situation I can think of when c) isn't included in d) is if the moving unit starts in a town/city/Westwall hex stacked with a unit with no ZOC (e.g. a dispersed unit).

 
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Mendel Lius
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Thanks both of you! Tom : when I play, I always think "gee, they must have spent years optimizing the whole thing"--> thanks for the tremendous work to the team!

So, if I try to make a small "decision tree"

Movement method "x" determination
1) not applicable --> check method x+1
2) applicable --> check 9.21 for every hex during move

9.21 check (movement restrictions)
1) not applicable --> implement complete move
2) applicable, allows at least one-hex move --> implement incomplete move
3) applicable, prevents any move --> abort and check method x+1

9.24 check (tactical adjustments)
1) not applicable --> implement complete move
2) applicable, allows at least one-hex move --> implement incomplete or "distorted" move
3) applicable, prevents any move --> abort and check method x+1

Right?

Cheers,
M
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Tom Kassel
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Yes, looks fine.
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