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Choowee
13 Oct 06, 14:17
How do the +20, +80, etc. distance hexes apply if present in a scenario. The game engine does not seem to recognize the distances when it comes to artillery bombardment, naval and air movement, and the like.

Ben Turner
13 Oct 06, 16:36
The distance hexes apply for bombardment only- never for movement. If you find that they're not working for bombardment, that would be novel. I'd suggest you post the scenario so other people could have a look.

piero1971
21 Oct 06, 15:14
hasn't this been solved into TOAW III. I mean it seems such an ibvious thing that distance hexes, shoudl be distance.... for anything that moves in and out of it. like wormholes or something....

Mark Stevens
21 Oct 06, 21:04
Couldn't agree more. For larger scenarios, or those with off map reinforcements, airbases, etc., a distance hex should be exactly that: + however many hexes it is. If this means that a land unit with a move of 7 can't enter a + 50 distance hex, so be it. I would have thought that this would be a relatively simple change to make. Just adding it to the bombardment range doesn't really achieve much.

LOK
22 Oct 06, 06:39
Couldn't agree more. For larger scenarios, or those with off map reinforcements, airbases, etc., a distance hex should be exactly that: + however many hexes it is. If this means that a land unit with a move of 7 can't enter a + 50 distance hex, so be it. I would have thought that this would be a relatively simple change to make. Just adding it to the bombardment range doesn't really achieve much.
I couldn't agree more. This could make world-wide scenarios possible (e.g. World Aflame?).

Ben Turner
22 Oct 06, 19:10
I think this idea runs into problems when one looks at the specifics and mechanics. For example, without major changes to the game system, aircraft will still be able to bombard across the distance hexes with no difficulty. How do you handle units moving into a distance hex when they have less than the required number of MPs available- does the unit just have to sit there for five days because it needs seven days to traverse a particular stretch of road? Units would have to pay the cost when leaving the hex, otherwise reserves could be dumped in the distance hex and then move instantly to either theatre, requiring a further re-write of the system.

Ben Turner
22 Oct 06, 19:10
Just adding it to the bombardment range doesn't really achieve much.

It's useful for off-map airbases and also extremely useful for partial supply points.