Commanders,
v0.20.9 changes the way close combat works. Five fixes, one tactical shift, and the Veteran Infantry doctrine just earned its keep.
The new rule — Movement-gated attacks
Every unit in the game now needs at least 1 movement point remaining to attack. No more sprinting your unit to maximum range and still firing on the same turn — that final pip of MP is your trigger pull.
- Decide where to commit. Close the gap and shoot, or sprint into striking range and finish next turn. You can't have both anymore.
- Defenders gain breathing room. A retreating unit that drains its MP to escape is genuinely safe until the attacker spends a turn closing.
- Speed and reach matter more. Recon, helos, artillery, snipers all get a relative buff because they can position AND fire from the same MP budget.
The exception — Veteran Infantry "Assault" reborn
The Assault promotion was a no-op. Now it's the only way to break the new rule:
- +2 ATK · +1 HP
- Lunge: Can attack with 0 MP remaining. One attack per turn.
This makes Assault Veterans the only unit type that can fully advance AND strike in the same turn. The doctrine name finally fits the doctrine.
Defects neutralized
- D-29 — Minimap during draft fixed (could leak into draft screen)
- D-30 — Ghost recruitment blocked (couldn't stack two units on a captured city)
- D-31 — New Zealand draft cap of 6 finally enforced (was capping at 8 in three places)
- D-32 — Field Manual right-click hint corrected
Outnumbered. Outgunned. Out-ammoed? Never.
Fix bayonets and advance.
— The HexArmy Command
Full release notes →
