ORIGINAL: gradenko_2000
Thanks for the help Alfred and Nemo, that's much easier to understand. As a bit of a follow-up:
1. Is the movement rate displayed quickly/easily within the game, or would I have to do calculations myself by looking up the various terrain modifiers and whatnot on the manual?
2. How do I show which hexes are railroads or not? I think it would be the display with the light red/red/dark red lines? But I don't know how to activate that view and how to interpret the lines.
3. Going back to my envelopment question, if Nemo says I cannot cross hex-sides that are 'owned' by the enemy, then in the following situation:
If the Japanese in X came from 3, then I cannot make a move directly from X to 3. I can however make moves from X to 1 and X to 2, and also from 2 to 3 or from 1 to 3. Did I get that right?
1. No ingame assistance. You have to do the calculations yourself. See table on pages 189-190 of the manual. Note that the table presents the best travel rates possible. Disruption etc will reduce the travel speed.
2. There are two relevant hotkeys which toggle on and off. "Y" displays the railroad network, "R" displays the road network. toggle on and off to see what the underlying pwhex file says is the situation, then compare with the map graphical display (with the hotkey toggled off). Finally scroll over to the top right hand corner of the map to see the map legend for the different graphical representation of topographical features.
3. I'm not fooled, you have merely replaced the earlier "J" with the numbers "1", "2" and "3".[:)] Thus your 1,2,and 3 still represent Japanese owned hexsides.
(a) The restrictions on movement only apply when a contested hex is in question. If at "x" there was only an Allied unit present, you could move it and exit the hex through any of the six hexsides irrespective of who "owned" the hexside. I have placed this "owned" in quotation marks because in fact hexside ownership defaults to the owner of the hex.
(b) Having read carefully the preceding paragraph you will realise that the hexsides "1" and "2" could not be Japanese owned unless you actually have three Japanese units at "x", each one having arrived separately through one of the numbered hexsides.
(c) It is physically imposible for anyone to move from hexside "2" to hexside "3" or vice versa. Nor can you move from "1" to "3" or vice versa. You are currently confusing hexsides with hexes, they are not the same thing. Each hexside is like a door with an exterior and interior face. Owning the hex, labelled "x" you have six doors, each with one face looking inwards to hex "x" and an exterior face looking towards the bordering hex. You have labelled the inside of these doors (three As plus the three numbers) but there is a corresponding outside face of the door too which opens to another hex. Hexsides "2" and "3", (or "1" and "3") or the doors they represent, lead to other hexes or rooms.
(d) Hexside "3" is owned by Japan because he opened that door from the adjacent south eastern bordered hex and moved through it to "x".
(e) Whilst the hex "x" remains contested, ie both the Allies and Japan maintains a unit at "x", the Allied player (ie you[:)]) cannot open door "3" and move through hexside "3" into the adjacent south east bordering hex.
(f) Conversely, whilst Japan retains ownership of hexside "3", the Japanese unit can always withdraw from hex "x" through hexside or door "3". This withdrawal can be affected either voluntarily or involuntarily as a result of a battle defeat which forces a retreat.
(g) The Allied player can however wrest ownership of hexside "3" from Japan by entering hex "x" using the same doorway (ie hexside "3"). The immediate point of origin would be the same south eastern bordering hex from which the Japanese unit originally walked into hex "x".
(h) An enemy unit which is forced, by defeat in battle, to retreat but does not own any hexsides is placed in a situation where surrender may result.
Section 8.3.1.2 of the manual deals with the effects of hexside ownership on movement.
Alfred
Edit: had to keep correcting the right hexsides in the explanation, tricky little devils[:D] Plus thought the explanation needed a bit more "clarity".