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 Post subject: Mayhem at an Entry Hex
PostPosted: Mon Nov 02, 2020 6:26 pm 
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Gentlemen <salute>

A couple of Officers in my Corps played Scenario #288 from the Gettysburg Game.

An interesting aspect of this scenario is that Hex 66,0 is an entry hex for both sides and a 1000-point Objective site.

USA forces arrive at this hex at 0840 in the game and CSA forces arrive here at 1200 an again at 1600 (3 turns before the end of the scenario).

I understand that approaching within 5 hexes of an entry hex for enemy units will cause friendly units to rout. Is this correct? Is this 5 hex distance now common in all games or does it vary from game to game or, god forbid, from scenario to scenario within a game or between games in the ACW series? Where does one find this setting or rule if so?

Second, does this routing occur anytime friendly units arrive within 5 hexes (or are occupying) of the entry hex or only on the turn the enemy units will arrive? I did a forum search and found this in a 2013 post by John Ferry: “Setting it at "five" will cause all enemy units within five hexes of the entry hex to rout, automatically, when a friendly unit enters. A fairly effective deterrent ...” What setting is this and is this how it still works?

In the game under discussion here, the USA player positioned a unit on the entry/VP hex between 1200 and 1600 and successfully entrenched it. CSA units arriving afterwards caused this unit to disappear according to the USA commander—he did not see it rout during the replay of the CSA turn, nor did it appear anywhere on the map. Is this the “normal” outcome for a unit actually placed on an entry hex when enemy units arrive?

Wise counsel will be appreciated!

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Walter A. Dortch
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PostPosted: Mon Nov 02, 2020 6:56 pm 
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Hi,

I know you can set the protection range in the Reinforce Dialogue of the editor.

The Protection value is an artificial value introduced into the game to protect
the reinforcement from enemy units that are crowding the arrival hex. If the
Protection value is non-zero, then at the moment the reinforcement arrives,
any enemy units within the number of hexes in the Protection value from the
arrival hex are automatically routed. Typically Protection values are used to
protect reinforcements arriving on normal roads, while this value is set to 0 for
leaders and reinforcements arriving at locations such as river landings
(Pittsburgh Landing at Shiloh for example) or across bridges.

The unit actually on the entry hex is destroyed. If your opponent can, have him check losses before and after to see if the loss occurred.

I am generally averse to objective hexes being too close to reinforcement hexes for that very reason.

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MG Mike Mihalik
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PostPosted: Mon Nov 02, 2020 7:34 pm 
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Mike

Great answer. So do you know if the default protection range for entry hexes is 5?

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PostPosted: Mon Nov 02, 2020 7:54 pm 
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Hi, Walt,

Don't have access to my Gettysburg right now, but if you go to the scenario in the editor, go to Reinforcement, select scheduled and select modify, it will show you the protection range for that scenario.

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PostPosted: Mon Nov 02, 2020 9:12 pm 
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Ramblings of an Old Man #31: Beware of reinforcement hexes. Most scenarios will rout any opposing units that are within 5 hexes of reinforcements arriving. Some scenarios protect reinforcement hexes for 15 hexes but they tell you that in the scenario description so be sure to read those. If the opposing unit is actually sitting on the reinforcement hex when the reinforcement arrives, then that unit just disappears without any change in the scoreboard (no points for their disappearance but they are GONE, as if swallowed up by a whale). This applies regardless of what the reinforcement is, an infantry unit, cavalry, artillery, supply wagon, or leader.

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