[WarInEur] Multiple hex overrun in CWIE II
Kent & Sue Haunschild
kentsue at cox.net
Fri Jul 27 16:14:19 EDT 2007
Hansen
Well we need to agree on our terminology first.
Multiple hex overruns actually refers to units that start in different hexes
but end up overrunnig the same target hex. This was in the original SPI
release. That to develope a special rule because their basic movement rules
procluded moving units in more than one hex and ended a units turn any time
a player stopped moving it (whether it had movement points remaining or
not). This was required because basically it was to hard to keep track of
which units had remaining movement points. With the computer to keep track
we are no longer bound by this system. However, the rule about overruns
still having to enter the target hex from the same hex side is still in
force. (This is coded.)
Simultaneous Overruns on the other hand is a rule that allows the player to
program all the overruns he wants to commit in a particular map area and
execute them at the same time. When doing so the ZOC of the adjacent units
are ignored when determining Movement point costs if they are also being
overrum simultaneously.
Basically, this routine saves the attacker two movement points which can be
used to exploit a break through. (This routine is not currently part of
CWIE2 code)
A related issue that was not supported by CWIE1 but is in the board game
rules is Multihex combat. This allows the attackers in one hex to attack
defenders in all the adjacent hexes. (So theoretically, one attacker could
engage defenders in all six surrounding hexes.) To do multihex combat
select the hex to attack and then a hex containing defenders, you can keep
adding deffenders and attackers so long as the attackers are adjacent to all
the defending hexes. This routine has a great deal of significants for OOS
combat in Russia in 41 because with it a single 6-5 can exchange three 1-4
in three different hexes. In CWIE1 this was three separate combats and
required three 6-5 exchanges.
Kent
----- Original Message -----
From: "Hansen" <ultrasoundimages at sbcglobal.net>
To: "'Kent & Sue Haunschild'" <kentsue at cox.net>
Sent: Friday, July 27, 2007 2:46 PM
Subject: RE: [WarInEur] Multiple hex overrun in CWIE II
> And here I thought I could not read the instructions. I could have sworn
> that multiple hex overrun (I think they called it simultaneous overruns)
> was
> in the 1976 version.
>
> BTW, the online rules describes how to do multiple hex overrun, so if the
> game is going to be released with that non-functional, it would be nice to
> note it in the rules.
>
> -----Original Message-----
> From: Kent & Sue Haunschild [mailto:kentsue at cox.net]
> Sent: Friday, July 27, 2007 1:26 PM
> To: ultrasoundimages at sbcglobal.net; warineur at mailman.halisp.net
> Subject: Re: [WarInEur] Multiple hex overrun in CWIE II
>
> Unfortunately, Multihex overruns were a CWIE1 invention and are not
> supported by the SPI or DG rules. Therefore, until we get the base game
> completely debugged we can't coded it into CWIE2 at this time. It will
> have
> to wait for a post release patch.
>
> Kent
> ----- Original Message -----
> From: "dsl" <ultrasoundimages at sbcglobal.net>
> To: <warineur at mailman.halisp.net>
> Sent: Friday, July 27, 2007 11:17 AM
> Subject: [WarInEur] Multiple hex overrun in CWIE II
>
>
>>
>> I am having trouble making the multiple hex overrun work in CWIE II. I
>> have
>> three enemy hexes and three stacks of panzers with 13+ odds. I can make
>> it
>> work one stack at a time, but not all three at once to reduce the overrun
>> movement costs. I suspect that it is my glitch in trying to use the new
>> interface.
>>
>> Can anyone walk me through this?
>>
>> John
>>
>>
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>
>
>
>
>
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