Re: winSPWW2: Japanese localization project
Actually it refers to load/unload movement point (MP) charges to vehicles and passengers. Previously there had been no charge at all, and you could load or unload units in the same hex without losing MP's or firing opportunities (shots). So you could load an engineer (for example) into a halftrack (HT), drive right up to the enemy position, unload the engineer, then have the engineer use its full panoply of weapons to blast away against one or more targets. The HT could also fire, penalized only for hexes moved. Loading and unloading were treated as occurring at lightning speed, as if no time would be lost getting on or off the vehicle. Most unrealistic, no?
Not anymore. Now both vehicle and passengers pay MP's to load or unload. Even if you managed to get infantry loaded, transported, then unloaded next to (or on) an enemy in the same turn, they would most likely have hardly any (or no) shots left to take advantage of their proximity. So you must plan ahead; better have your guys ALREADY loaded from the previous turn before charging forward, and expect that when they dismount they'll have fewer shots remaining. While dismounted attacks are still possible--I've employed them frequently enough--one should be careful to ensure the intended victim(s) is heavily suppressed, preferably retreating or routed, before doing so.
Bear in mind that vehicles and passengers can ALWAYS load/unload if they're in the same hex, regardless of MP, unless they're retreating or routed. (This exception to the rule is oftentimes very helpful.) It's just that their combat and movement abilities will be compromised as noted previously.
Last edited by jivemi; February 2nd, 2014 at 01:46 AM..
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