If they are in the next hex they will probably just pass each other. I have seen this happen before when I sent my army to block and they moved the one hex into the Pop Centre and my army was in the hex they had moved from.
For the avoidance of confusion. As a general rule, armies move into the adjacent hex on their first movement point and they all move at the same time. However, if two enemy armies are moving towards each other, they canāt both move at the same time so the one that moves first is chosen at random.
Do we have data on this answer that itās determined on a per-army basis, not a per-nation basis? Thatās Jeremyās question. Iād willingly believe anyone whoās looked at say 20 such scenarios and can show the data. Otherwise, weāre all just saying our informed opinion. (not that some of you donāt have really finely tuned opinions)
Yes, the overwhelming opinion is āper nationā. Iāve seen ācircumstantialā evidence of this with mixed emissary companies - multiple emissaries of 2 nations 525. 1 nation shows success and success and success and then flippage. The 2nd nation shows success and flippage and failure to 525 on a PC owned by your own nation. Leans towards the argument that Nation 1 got to issue all their 525 orders - downgrading the enemy then taking it.
Nation 2 downgraded it from their ally - then took it from their ally - then couldnāt downgrade anymore as they owned it.
Seen that kind of scenario a few times that would suggest the āby nationā vote.
Well, just for the record, both Ernie and I lean toward it being per army, not per nation. Imagining the original coders, it just seems more likely they made a list of armies and randomized the order of which got to start their move first. I donāt think it would even occur to someone coding or designing this to make it nation-related. But, that just another 2 cents worth of guessingā¦ ā Jeremy
I do not believe army movement is āsimultaneousā, or that your first movement point is always on āday-oneā. An old ME friend likened army movement to an āImpulse Movement Chartā we used in the old Star Fleet Battles.
Army movement has 14 days, or 14 impulses. In normal army movement, you get 12 moves - which begs the question; On which two days do you rest? Many players seem to think you move on day one and rest on the last two days - 13 and 14. I think itās much more likely that your two days of rest fall somewhere from the first day to the fourteenth day, determined randomly each turn by nation or by each movement instance. Of course, if you plot a ForcMar then you rest no days and your first movement impulse is guaranteed to move. This idea may explain why āā¦I didnāt block him in the hex as plannedā¦ā.
Of course, I canāt prove this with data. Iād need both players orders to determine if this explained every instance. Furthermore, I have yet to meet a player that adheres to this theory. For me, his ideas always seemed to fit the circumstances and I could never disprove them. Doesnāt make him right, but certainly something to keep an eye on.
Interesting idea Scott. Butā¦ to implement your ārandom days of restā is more complicated coding, and IMHO, unlikely to have been how it was implemented. Simplest implementation is:
12 days movement impulses, 2 days rest
Remember that Bill had to develop the whole game so subtle āthe way it would be in RLā coding efforts seem highly unlikely. There was the press of getting all the other software written that would reduce likelihood of complicated implementation choices.
I have an ally convinced that you move on day 1 and the 2 days of rest are randomized amongst the other 13. He came to that conclusion in a game where there was no other way for Army X to have ended up in Hex Y - unless it rested on āmpā 8 out of 14ā¦