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Old March 7th, 2018, 02:28 PM
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Mobhack Mobhack is offline
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Default Re: Strange Occurance

As Don says, this game is not a form of "military chess" like some wargames can be. You can figure out that if you do A and then B, the result should be C most of the time, but result C is not 100% guaranteed.

Morale tests get taken for various things, including (most probably in this case) engaging enemy at 1 hex or less ("firer panic" message if spooked).

In addition there will be a generic situational morale test at end turn. This takes things like suppression, isolation from friends, how many casualties your platoon has, how many of your platoon mates are retreating or worse, whether you are in contact with a higher leader, whether you are a tank in woods with enemy grunts nearby and all these sorts of situational modifiers into account. So at end turn, some units will so well on morale test and deplete suppression, most will stay as-is, and some will get spooked.

Unlike in say ASL where you had to go manually trough game phase 2.3.4.5 End Turn Morale Test, then apply rule 1.2.3.4 Tank isolation and rule 4.5.2.1 situation 1.2.3 (Commander opens a "Dear John letter") the morale tests are all done in the code and the results are shown as they fall (e.g. some unit decides to run away).

The end of turn morale check could be what this one failed. Difficult to tell really since the save game is the usual sort of save one gets from a "bug complaint" i.e. the save is post event so one cannot repeat the action the user performed trace the code via the debugger, and perhaps only run through the game's replay function - which does not log all messages, just key events like who is firing at what.

A post event save merely shows that an effect occurred. For debugging, one wants a save from just before it happened, and information from the end user on what precisely was done to make the event happen. (Then of course the event wont happen when running in the debugger, as it was a once in a blue moon which was also a Thursday type of thing).
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Old March 7th, 2018, 04:31 PM

Warnevada Warnevada is offline
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Default Re: Strange Occurance

I'm not sure I understand the explanation based on what I saw. The tank fired at the only adjacent unit and retreated it. This was not the end of the turn, there was plenty of action, perhaps two thirds of the turn after this event. At the point of the save there was no visible adjacent enemy unit and nothing fired at it since it took its shot at that last adjacent unit and retreated it.

So, a question about that last shot. I don't recollect whether there was panic on that shot, but let's assume there was. If the additional two suppression due to panic pushed it into the retreat status, would the shot have taken place?
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Old March 8th, 2018, 02:57 AM
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Default Re: Strange Occurance

Quote:
Originally Posted by Warnevada View Post
So, a question about that last shot. I don't recollect whether there was panic on that shot, but let's assume there was. If the additional two suppression due to panic pushed it into the retreat status, would the shot have taken place?
Unsure why you are asking this as its resolved but you can answer it yourself easy enough.
What happened? it did fire.
What happens if you get a panicked fire result? The unit fires.
Game mechanics not that we need to know are most likely suppresion added due to panic resulting in less accurate shot. Unit status check at end of that units action results in retreat status due to suppresion level.

Simple lesson to be learned is tanks dont like woods especialy if they are constantly attacked, its a bad idea.
My commander says press on regardless of the fact its getting harder & harder to detect the enemy may as well make me a siting duck next turn. Even armed with nothing more than grenades 3 squads have a reasonable chance of taking out a tank if you let them get in position.
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