Sat Sep 27, 2008 4:40 pm
Ok I ran some tests.
I found out that:
a.) Position in province at "end" of turn means nothing. It just seems that units snap to off-center spots in different provinces. Each province has a unique "snap-to" that is sometimes off-center I guess you would say, but it's consistent that all spotted units snap to that spot at the end of turns. I still believe that close attention to playback will give you an accurate gauge of how far an enemy unit has moved, but the following turn's weather, fatigue, and active/inactive status make it an educated guess only on exact arrival times.
b.) It takes 8 days (approx) to repair a RR w/out engineers, 5 with. This could be helpful if you have units moving along the RR and know they should arrive at a broken province day 9 for example. Then you could assume it would take them 1 day to cross the province instead of the displayed 8, or whatever (although I haven't confirmed this). Also, if you're trying to move a unit somewhere quickly, do not set them to repair RR as they won't start moving until the job's done and they won't use the repaired RR.. which makes sense of course.
c.) If a unit is set to merge with another unit and the destination unit is destroyed, the unit attempting to merge will continue moving towards the province where the destination unit was destroyed.
d.) I still can't figure out how Jabberwock would do one-turn invasions on a fort like Fort Fisher, for example. The majorty, though, there is a common sense way (assuming enemy naval units aren't present).
"We shall give them the bayonet." -Stonewall at Fredericksburg.