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How groups move.
#11
Do patrols need navies to cross water?
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#12
(04-06-2013, 06:43 PM)Wynand Wrote: Do patrols need navies to cross water?

Yes
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#13
If I use orders 699, 700, 702, 741 or 743 to move ALL my troops from one group to another, but leave the Figures behind, this will create a patrol sized group with just the figures and a few dozen troops, right? And I could use that patrol sized group to investigate sightings, scout PCs etc?

If I use 699, 700, etc to send all my troops to another group, but I have no figures in the original group, so that nothing is left behind then will the order still go through and the original group becomes inactive? (I know the simple solution is to use 740 (combine groups), but I'm just checking the limits of the rules out of curiosity.)

Suppose I use two orders and transfer all the figures and troops from one group over to another but leave behind the artifact/s of the 1st group, what happens to the group (goes inactive?) and the artifact/s?
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#14
Yes, transfering all troops to another group will leave a patrol group with the figures and a dozen troops. And, yes, it could then be used to investigate US, scout pcs, etc.

If there are no troops left in a group and no figures left in a group after transfers (whichever ones they are), that group then becomes inactive.

Excellent question about artifacts. Not sure of the answer, but I suspect the artifact in question might just be considered "hidden" at the location and the group inactive.
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#15
Can you move an inactive group?

Edit: Nevermind, I found the answer to my own question. "Inactive groups may not move." That might prove somewhat annoying for combining two groups out in the field and not being able to get your inactive group back to a friendly PC to recruit.
Silent One
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#16
Pretty sure it's easier than that.

For instance if you want to split a group, you automatically transfer into the inactive group at that location:

from order 702... "The newly activated group then begins its orders from the
same area as the group providing the detachment. "


A newly inactive group will be officially listed as being at the capital, but that means nothing in real terms.
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#17
Ah, so whenever a group transfers everything to another group, it becomes inactive and zips back to the capital.

That is good to know and makes things much easier!
Silent One
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#18
In each of the various standard movement commands, there is only room for 5 locations to move to. Column A is for "group's ID", Columns B through F are for "Area to move to".

Does this mean that an army is not allowed to force march 6 squares?
Silent One
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#19
(04-28-2013, 01:54 AM)paway Wrote: In each of the various standard movement commands, there is only room for 5 locations to move to. Column A is for "group's ID", Columns B through F are for "Area to move to".

Does this mean that an army is not allowed to force march 6 squares?

You can use up to column J, but you can only force march an extra 5 movement points.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#20
Can a Patrol force march?

I notice that Patrols always seem to have 100% morale. It doesn't improve when in a friendly region. Does this mean that they can 'force march' for free or will their morale drop to 93% (or will there inability to change morale prevent them from force marching)?

Is their static morale a bug?
Silent One
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