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"Group" still has kinks in it

 
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"Group" still has kinks in it - 6/12/2012 4:44:53 AM   
balto

 

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I have noticed for some time that there appeared to be potential glitches with the Group function of this wonderful game.

I therefore did some tests using THE GAP and human v human. I placed the 4 Starting Russian squads within 2-3 hexes of the German starting units so I could try all kinds of group tests. Here is what I found.

1) Page 32 of manual. Group hasty entrenchment does not work. If you create a group, no matter what size, only one unit entrenches but the group correctly loses all of its APs.

2) The Group Firing sort of works since the patch. There are glitches in it. Per my tests I was experimenting with different German and Soviet group sizes. If you do the same, sometimes the group firing bonus works flawlessly, but most of the time, especially when you get to group size of 4, it sometimes does not work out. I observed to the best of my abilities as to what was going on and I could not detect a pattern - so I concluded that there is some sort of glitch in this.

3) I did not test Group Rally but maybe tomorrow I will.
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RE: "Group" still has kinks in it - 6/12/2012 5:04:23 AM   
balto

 

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Joined: 3/4/2006
From: Maryland
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Oh. I figured out that Group Firing bonus is working. If you have a group of 5 and only 3 can see the target, you only get the bonus for 3 of the 5 in the group. Sorry about that.

The Hasty Entrenchment is still not working.

(in reply to balto)
Post #: 2
RE: "Group" still has kinks in it - 6/12/2012 1:35:32 PM   
genehaynes

 

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balto,

Yup, hasty defence is not working. Only the active group member builds a hasty defence. I tried group hide and that seems to work ok. Love the game though.

(in reply to balto)
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RE: "Group" still has kinks in it - 6/12/2012 5:21:03 PM   
balto

 

Posts: 711
Joined: 3/4/2006
From: Maryland
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Group Hide works? That is good to know.

Would you happen to know if Group Rally works?

(in reply to genehaynes)
Post #: 4
RE: "Group" still has kinks in it - 6/13/2012 12:54:33 AM   
genehaynes

 

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Group Rally....very interesting:)

I played the first tutorial as Human for both sides. After damaging 4 German units I moved the German units to 4 consecutive hexes (1 unit per hex).

I grouped all 4 units.
Clicked rally flag.
All 4 units attempted to rally with a seperate dice roll for each, before it was the Soviets turn. makes sense, so far so good.

Using CAP points to supplement AP's increased the APs of all units in the group. For example, all units started with 7 APs. I used 1 CAP to increase the AP of the group to 8. After the rally attempt each group member had 3 APs ( 8 APs - 5APs to rally = 3APs). Still, so far so good.

Now the fun began...

When I used a CAP to increase the die roll, only the first unit selected in forming the group received the CAP bonus. The other three units did not receive any bonus. This may be working as designed, I don't know.

The only thing I would suggest is a more detailed explaination of how various unit actions are carried out by a group (Including CAP usage).

(in reply to balto)
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RE: "Group" still has kinks in it - 6/13/2012 6:05:45 PM   
ericbabe


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It wasn't intended that CAPs modify the rolls of every unit in the group.

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RE: "Group" still has kinks in it - 6/14/2012 4:19:15 AM   
Lebatron


Posts: 2142
Joined: 5/30/2005
From: Upper Michigan
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When CAP is used to modify a die roll it is for only one roll. That is how it is in the board game so this appears to be WAD.

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Jesse LeBreton, AKA Lebatron
Development team- GG's WAW A World Divided

(in reply to ericbabe)
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