Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Crete - Operation Merkur

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> The Operational Art of War IV >> Mods and Scenarios >> Crete - Operation Merkur Page: [1]
Login
Message << Older Topic   Newer Topic >>
Crete - Operation Merkur - 4/7/2018 4:50:00 PM   
Xaloc

 

Posts: 1
Joined: 11/26/2016
From: Catalonia
Status: offline
Hi there,

I was trying to play this scenario, but I'm having some difficulties with it and I don't know if I'm doing something wrong or if the scenario requires a fix to work properly.

On turn 2 when German paratroopers can be embarked for the assault of Crete, the fact is the neither of them can reach the island. Once embarked, the units have a movement allowance of 224, but there are hexes where they are located with a 'distance +199' mark, so they can't be dropped in Crete because this excedes their range.

Could someone help me, please? Thanks!

EDIT: I'm doing some more tests and I think I found my mistake. I was trying to drop a battalion HQ first and what I have to do is to drop the airborne infantry in the first place. Sorry for the disturbance.

< Message edited by Xaloc -- 4/7/2018 5:08:11 PM >
Post #: 1
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> The Operational Art of War IV >> Mods and Scenarios >> Crete - Operation Merkur Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.117