View Full Version : AMTRAC movement
December 4th, 2006, 03:49 PM
While playing the Iwo Jima scenario I noticed an interesting phenoneman. You can use up all your swimming points getting your AMTRAC to the shoreline (-1 depth water hex), if you then try to move onto the land you will find that you also have a full quota of land movement points. This equates to having two movement turns in one game turn. I havnt checked if this relates to these units or the class.
Best regards Chuck.
February 1st, 2007, 05:17 AM
So Here is your nagging post, Ive looked at several other vehicles in test senarios and the "two moves" in one turn phenonomen would appear to apply to all vehicles in classes 33,34,35,134 and 135 I guess that any other "cloned" amphibious classes may also have the same bonus.
February 1st, 2007, 09:45 AM
That is the way the game works. Move points (normal) are in one byte, and move points (swim) is in another. So if you get to a transition - it switches to the other type and uses those from the start, not proportionally. Been like that since SP1 was released. And as it would involve rather a load of code for a rarely seen event, not very high on the list to be looked into.
February 1st, 2007, 09:48 AM
Thanks for the nag, we do SO appreciate it http://forum.shrapnelgames.com/images/smilies/wink.gif
February 3rd, 2007, 01:38 AM
OK fair enough,
Here is something that may help you solve the puzzle if and when the time arrives. On any given beach hex when placing dragons teeth sometimes you can place them in -1 water and sometimes they just refuse to be placed there, this doesnt present a problem as you can just place them on the next inland hex.... except. When you place them on the land a landing craft can drop a tank directly onto the hex containing the dragons tooth. The tank can then happily trundle off inland as though the obstacle had never been there, five points wasted.
vBulletin® v3.8.0, Copyright ©2000-2013, vBulletin Solutions, Inc.