Alfred
Posts: 6685
Joined: 9/28/2006 Status: offline
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quote:
ORIGINAL: HansBolter quote:
ORIGINAL: gmtello What would be the effect of overstacking for both sides . Say the attacker has 3div when stack limit is 6000. And for the defender? I have never tried to overstack that severely on an atoll. As I understand it the effects of overstacking are: Increased supply consumption Increased disruption Decreased ability to recover disruption Decreased ability to recover disabled squads and devices Our resident expert, Alfred, if we can get him to chime in, can certainly clarify my mistakes and add any thing have overlooked. It would be folly to attempt to defend that severely overstacked. It would be a nightmare to keep supplied. It might even be folly to attack that overstacked. Typically, to not be overstacked, a 6,000 troop capacity atoll can't be defended by more than a regiment and a few small support units. Any base force for supporting air operations eats into the defense AV that can be sustained. Typically, a reinforced division, or MEF as I described above, should be adequate. I also, typically leave the invasion TF in place after securing the objective, split the division and immediately embark two regiments back onto the transports, to alleviate the overstack. Three full divisions on a 6k atoll may mean you will never have a hope of recovering the disabled squads. Close ... The following comments apply only to overstacking LCUs in a land hex. Airfields have their own separate overstacking rules for aircraft and air units. 1. Stacking limits apply to each side. A 6k SL hex can have up to 6k Japanese and 6k Allied (for a combined total of 12k) without any overstacking penalties. However if the same hex has 5k Japanese and 7k Allied then only the Allied side suffers the overstacking penalties. Both sides having 7k in the hex results in both sides suffering the overstacking penalties. 2. There are three direct penalties which result from overstacking. These direct penalties may be fully or only partially remedied in the end of turn logistics phase (see point 4 below). If not fully remedied then, several secondary consequences can ensue. 3. The direct penalties are: - a random increase to fatigue of 1-5 to all LCUs in the overstacked hex each day the penalty applies
- a random increase to disruption of 1-5 to all LCUs in the overstacked hex each day the penalty applies
- the estimated supply requirement for each LCU in the overstacked hex is increased by 20% for each 10% above the SL of the hex. This increase is in addition to all the other factors which are fed into the algorithm which determines the estimated supply required
4. The key points to remember are that where sufficient supply can be fed daily to the LCUs so that they remain in the "green", and the overstacked LCUs are not engaged in combat, in practical terms there is no real malus resulting from the overstacking. Where these conditions do not exist, the secondary consequences result. 5. The secondary consequences to LCUs of lacking adequate supply (IOW the LCU is in the "red") and fatigue/disruption include: - devices becoming disabled even when no combat has occurred
- reduced combat effectiveness
- reduced adjusted assault value
- reduced capability to return disabled devices to ready status
- reduced fort building capability
- slower hex movement
Alfred
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