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Captured guys don't run!


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I thought part of the 1.01 patch was to make captured guys (or gun crews that have abandoned their weapon) able to run, as long as their fatigue-state would allow. In a recent quick battle between 2 SS PanzGren platoons (w/ help from some Hetzers) vs a British armored column, I captured 3 separate Brit units: one squad remnant, an HQ, and a mortar crew. None of them could run, meaning they were always lagging behind as I tried to get my forces pulled back to avoid the British artillery response.

DjB

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Guest Big Time Software

I made a mistake in the feature list for v1.01. Prisoners, no matter what their weapon type, are not allowed to receive "run" orders. They can run when they're really scared - like if a shell goes off nearby. You just can't order them to run.

Charles

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