Armoured Trains

Commander - The Great War is the latest release in the popular and playable Commander series of historical strategy games. Gamers will enjoy a huge hex based campaign map that stretches from the USA in the west, Africa and Arabia to the south, Scandinavia to the north and the Urals to the east on a new engine that is more efficient and fully supports widescreen resolutions.
Commander – The Great War features a Grand Campaign covering the whole of World War I from the invasion of Belgium on August 5, 1914 to the Armistice on the 11th of November 1918 in addition to 16 different unit types including Infantry, Cavalry, Armoured Cars and Tanks, Artillery, Railroad Guns and Armoured Trains and more!

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warspite1
Posts: 41916
Joined: Sat Feb 02, 2008 1:06 pm
Location: England

Armoured Trains

Post by warspite1 »

Gents

I may have found an issue wth Armoured Trains.

I assume that these units must stop one hex inside enemy territory (to reflect the fact that they rely upon rails and that de-railing them is a pretty simple exercise. I took this screenshot which seems to show that they can travel further (see East Prussia) where it was able to travel two hexes.

The reason I mention this is that in a game I am playing at the moment, it is possible (neither player can say with 100% surety) that an Armoured Train was able to travel through a captured (but unoccupied) city and then out the other side and was able to travel many hexes further to attack a unit.

Can I ask you to confirm how these units are supposed to operate as designed in the game so that I can look for this potential issue further please?

For the reasons mentioned in other threads, I do not like these units.....[X(]
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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