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PostPosted: Sun Jun 28, 2026 9:36 pm 
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Location: USA
I'm playing a Peninsula 03d scenario where bridge values are a max of 100 (although there is at least one bridge at 300) with repair at 10. My opponent crossed the Sumner Lower Bridge (hex 155,117) into woods and swamps on the south side of the Chickahominy River. With his back against the river, the bridge reduced to a value of 5, and ZOC established around them on the south side of the river; they are not isolated and a routed infantry unit moved onto the bridge. The bridge hex says that it is a bridge and has a trail out only one side of it (to the north side of the river).

What am I misunderstanding? I was expecting all of those units to be isolated. Plus how does a routed unit move onto a bridge that shouldn't be able to support the unit?

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Gen Ned Simms
2/XVI Corps/AotT
Blood 'n Guts hisself, a land lovin' pirate. Show me some arty tubes and we'll charge 'em.
VMI Class of '00


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PostPosted: Mon Jun 29, 2026 12:32 am 
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Joined: Wed Oct 07, 2020 10:42 pm
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Location: Port Macquarie NSW Australia
nsimms wrote:
I'm playing a Peninsula 03d scenario where bridge values are a max of 100 (although there is at least one bridge at 300) with repair at 10. My opponent crossed the Sumner Lower Bridge (hex 155,117) into woods and swamps on the south side of the Chickahominy River. With his back against the river, the bridge reduced to a value of 5, and ZOC established around them on the south side of the river; they are not isolated and a routed infantry unit moved onto the bridge. The bridge hex says that it is a bridge and has a trail out only one side of it (to the north side of the river).

What am I misunderstanding? I was expecting all of those units to be isolated. Plus how does a routed unit move onto a bridge that shouldn't be able to support the unit?


Even though none of the units can physically cross the bridge because its value is too low, the bridge still has a value. For isolation the game engine attempts to 'trace a line' from units to the edge of the map. It can still do that because the bridge still has some value. Reduce the bridge value to zero and they will be isolated.

In the interests of fairness to your opponent: Repair that bridge - fast (preferably from both sides at once). General Simms is likely to have other tricks up his sleeve and I suspect your men will not last long if they remain in such a perilous position.

Edit:
I think the routed unit was able to move onto the bridge because the game may not have 'seen' it as a unit that required the bridge to have a certain value. If it rallies in that position I'm unsure what may happen. The unit may even disappear (fall into the water) as changes were made to routed units a few versions back.
I recall that, a long time ago, I somehow had a unit on a damaged bridge. I couldn't move it off that hex in any direction. I had to repair the bridge and once it was sufficiently repaired that unit was able to move off and join the fray.

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PostPosted: Mon Jun 29, 2026 9:46 am 
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Thanks for the info. I made a presumption that if no unit can cross the bridge then that route was shut down. I'm married and should know better than to make a presumption. However, the routed unit moved off of the bridge (thank goodness, because I couldn't have taken the bridge down to 0 value if it had remained on the bridge). This turn, his units should be isolated (I'll be back at this post if they aren't).

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Gen Ned Simms
2/XVI Corps/AotT
Blood 'n Guts hisself, a land lovin' pirate. Show me some arty tubes and we'll charge 'em.
VMI Class of '00


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