Bueno, algunas respuestas a algunas dudas:
este hilo:
http://www.matrixgames.com/forums/tm.asp?m=2143035
quote:
ORIGINAL: Hexagon
Hi, i read the 2 AAR and i have some questions.
1-in Wargamer AAR i see that retreat a unit need an about face order... but is this for a unit in line??? well, if the line unit retreat with his back to enemy is a little... , in HPS only if the unit is in column you need set the new face... oooo in the screen i see a order called Fall Back, i understand that this order dont have the orientation problem...
-----There is a FALLBACK option as well that moved the unit one hex back but retains facing.
2-Formations, are 2 diferent column formations in the game??? one for movement and other for assaults??? what other formations are???
-----Only one column formation (good for moving). The Assualt Column formation is more of a development during the Napoleonic period. It is on my feature list for future development. There is also line, square, skirmish, and defensive formation (for defending rough ground and towns).
3-Ammo... units can be low of ammo (or zero ammo) and artillery has a limit of rounds???
-----No ammo restrictions in the game.
4-Can you set the artillery range of fire??? if are a limit of ammo and a limit of fires per turn i want to set close range for artillery.
-----There is no setting the range for your guns, but you select each time they fire...no auto-fire. No ammo, but guns will usually only shoot once per turn unless getting assualted.
5-how works the unit movement??? i refer to the formation, regiment/brigade/division/wing.
-----You can select multiple units and do a group move. They will stay relative to one another.
6-i note that cavalry suffers few casualties and broke asutrian units... routed units has desertors??? they can loss soldiers in the run for our live???.
-----Routed units lose a % as deserters/stragglers each turn they route. No limit to how far they will route...will go off board if not ralied. Leader placement and activation is key...or you will have a general chasing a routing unit when he should be moving forces to attack!
7-i see the commanders to alone... AI can try to capture then??? if is possible dead/captured leaders can have a substitute???
-----The commanders can be alone, but I stack mine so they can not be auto-eliminated by an enemy unit moving in the hex. When a leader is lost, another is generated with lower skills.
8-in the tester AAR i see in the right side icons... what they do???
-----can you be more specific?
Thanks for your attention
No me gusta nada eso de que ni consideren el tema de la municion...