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PostPosted: Tue Jan 24, 2012 4:52 pm 
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I seem to remember reading about the possibility of units entering another hex. If you delayed their arrival you could choose another hex. Am I thinking of another game. Does anyone know?

I tried but was not successful.

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PostPosted: Tue Jan 24, 2012 7:07 pm 
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HMMMM! I do remember that some scenarios have a variable entry hex(s). I do not remember if it was ACW, or another era.

It does make re-playability much different and adds spice to the scenarios. I bet it is in some what-if scenarios.

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PostPosted: Tue Jan 24, 2012 9:59 pm 
Long answer.

If an enemy unit occupies a hex where the reinforcements are entering from the unit will automatically be captured and vanish from the map without a trace. Weird I know but I tested it a number of times.

If the reinforcements have a protection radius of "0" than they CANNOT enter the map at all when the arrival hex is occupied by the enemy (think of Pittsburg Landing). Almost every reinforcement in the game has a protection radius of "5" except at Pittsburg Landing.

Units must enter the specified hex they are assigned to. Some games do have variable entry locations but once one is automatically chosen by the game it must enter there.


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PostPosted: Wed Jan 25, 2012 3:26 pm 
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Check out the Scenario Editor Help for Chancellorsville, pages 21 and 22. It may have been included in the patches for the other games as well.

It explains how you can assign an alternative entry hex, and a percentage probability it will come on there. I tried it in a Gettysburg scenario, but lost patience, but I was dealing with a small percentage of the unit appearing. I think it would work if the unit had 100% chance of appearing, and you wanted to divide up the probability of arriving at its normal hex or the alternate hex.

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