ZOC "feature" when using "go" and w/ RR

ChinoJedi

Chieftain
Joined
Aug 14, 2002
Messages
2
Location
Nashville, TN
hi. I'm a very new user, so sorry if this is OT or should belong under another heading. :)

Does this ever annoy anyone? I'm using 1.21g for the Mac, and am wondering if this problem has been fixed yet for 1.29 or PTW.

Sometimes I have enemy units (e.g. calvary) in my rr enhanced territory in 3-4 adjacent tiles, and I want to move a group of my units (e.g. riflemen) to attack a tile in the middle.

Using my rr, I send them in one space away to attack with the J command, sending a group of them to attack.

this is the ANNOYING part. If I just use the default path given by the J command, some of my troops will take ZOC hits as they bypass fast units to attack that given unit. BUT if they had taken a different path (and with RR, no movement penalty) I would have arrived at the same location with no health points taken off from ZOC.

For now, I just have to send them on a very circuitous path manually, and I find that REALLY ANNOYING.

anybody help? :) Thanx!
 
yeah ive run into this as well. i dont see any real way around it except to move your untis in two steps around the units which have ZOC. make your fist move to an area where the second move to your intended detination will not trigger a ZOC attack.

or you could just attack the units with zoc first.
 
You forgot to mention that you can move the units individually :crazyeye:

I've seen something similar, when I am moving a stack through 'fog of war' lands, there happens to be a zoc unit hiding in there and they take a shot at all my units moving past, I wish there was a way to stop a stack when it comes in contact with the enemy. After all, battle plans change the moment enemy contact is made.

So not only do I have to delay my invasion due to the damage that this one unit did to my convoy, I have to send someone back to get him out of my rear flanks.
 
It is annoying. And similar to what sealman posted, I really hate when stacks get stuck in friendly (Right of Passage) territory due to workers, fortified units blocking the path -- when in fact there is a circuitous but valid path through the friendly territory.

In the ZOC case, I do exactly what joycem10 suggests -- "J" move the stack to a certain point and then "J" move the stack to the desired destination so that the ZOC firing doesn't occur.

In the moving through fog of war issue (whether through friendly territory or otherwise), I will often send one unit first to the desired tile just to see that the path is safe and unobstructed, and then move the remaining stack with the "J" command.
 
Part of the problem is that the Fog of War collapses immediately after a unit moves. If the Fog of War stayed lifted for the entire turn the first unit might take a hit, but since the fog is lifted the rest of the units could go a different route. This doesn't just apply to 'J' move units but to units that have long auto-moves too. The Fog of War should stay lifted for your entire turn as nothing can change it except for you while it is your turn (at least until the turnless mode comes in PTW, but that's a different issue).
 
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