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 Post subject: Fixed Units
PostPosted: Sat Jan 24, 2015 1:58 pm 
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Gentlemen

The following is a quote on "Fixed Unit"

"• Alternatively, there may be Releases in a scenario that are flagged as
causing the specified units to become Fixed.
• If a Fixed unit is spotted by an enemy unit that is 9 hexes away or closer,
then it automatically becomes Released.

It seems straight forward although I am not sure why a released unit suddenly freezes. Also if an enemy moves to 9 hexes away from one of your units they still will not "see them" until their next move unless fired upon so you have first "dib" at a response?

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 Post subject: Re: Fixed Units
PostPosted: Sun Jan 25, 2015 12:54 am 
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Well I guess from a scenario design perspective it could come handy to be able to freeze units instead of only being able to release them.

No sure when the unit is unfixed but interesting is that we have usually turns that are half as long as in the Civil War series but there the unit has to be 5 hexes or closer what is dangerously close as that distance can be covered in a single turn while in the Napi series your likely need 2 turns to cover the 9 hexes unless you're moving on a road.

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 Post subject: Re: Fixed Units
PostPosted: Sun Jan 25, 2015 4:43 am 
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If a unit is programmed to become "fixed" but is in los of a enemy unit which is in turn within 9 hexes does it still become "fixed"?

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 Post subject: Re: Fixed Units
PostPosted: Mon Jan 26, 2015 3:49 am 
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If a unit fixes during a game - usually representing historical command indecisions - and is within the 9 hexes, it will unfix again. Some mean opponent once carefully drove one of my routed skirmishers back across the map and down his line of fixed units to release them all.


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 Post subject: Re: Fixed Units
PostPosted: Mon Jan 26, 2015 8:57 am 
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Afternoon Andy

Amazing how "gamie" people can be, if they spent half as much time playing the game as intended as they do trying to "beating the system" they would be "Champions of the Universe" :sly:

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 Post subject: Re: Fixed Units
PostPosted: Mon Jan 26, 2015 11:34 am 
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Indeed. I'd never do that! Well, I'd never thought of it until it happened to me. That is now filed under Unfix/Premature/How To. It's all part of the learning curve, you can never know everything about these games.


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 Post subject: Re: Fixed Units
PostPosted: Mon Jan 26, 2015 5:25 pm 
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Is that why you won't play me anymore, Andy? Image


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 Post subject: Re: Fixed Units
PostPosted: Tue Jan 27, 2015 12:45 am 
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Andy Moss wrote:
If a unit fixes during a game - usually representing historical command indecisions - and is within the 9 hexes, it will unfix again. Some mean opponent once carefully drove one of my routed skirmishers back across the map and down his line of fixed units to release them all.


Andy I am surprised you normally commend such thoughtful play. I must admit I have never thought of such a tactic, that is very clever :lol: :lol: :lol: Damn I thought I was gamey now that is real gamey.

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 Post subject: Re: Fixed Units
PostPosted: Tue Jan 27, 2015 12:47 am 
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Jim Hall wrote:
Afternoon Andy

Amazing how "gamie" people can be, if they spent half as much time playing the game as intended as they do trying to "beating the system" they would be "Champions of the Universe" :sly:


Yeh sorry Jim forgive me please :russianveryhappy: my artillery ploy in Borodino was thoughtful I thought :mrgreen: . Helga a round here for lucky Jim

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 Post subject: Re: Fixed Units
PostPosted: Tue Jan 27, 2015 3:47 am 
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It's certainly one of the best tactics I've witnessed. I cannot commend it however as it happened against me. If I do it, it's creative; if an opponent does it, it's gamey.

The gun tactic at Borodino? Does that involve changing to/from extended line? That can frustrate an opponent's plans. Now what you can do with a supply wagon.......


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