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Air units / garrison mode

 
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Air units / garrison mode - 8/5/2008 9:15:17 AM   
Heldenkaiser

 

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If air units are

1. in garrison mode and on "rest" originally;

2. are then activated by event & used for direct attacks during a turn, but not put on combat support at any time;

3. and are then returned to garrison mode by another event.

-- To which mission status will they revert? Should it be "rest"?

And if it is combat support, what could be the reason?

Thanks.
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RE: Air units / garrison mode - 8/6/2008 6:13:57 PM   
golden delicious


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Having the formation orders change won't change the orders of the individual units.

I take it you're seeing the units go to combat support, without having noticed them being on combat support previously. My guess is that they were ordered to attack a hex directly, and afterwards switched to combat support, which is something TOAW does from time to time (it doesn't seem to store the old orders of the unit).

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to Heldenkaiser)
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RE: Air units / garrison mode - 8/7/2008 9:26:33 AM   
Heldenkaiser

 

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quote:

ORIGINAL: golden delicious
I take it you're seeing the units go to combat support, without having noticed them being on combat support previously. My guess is that they were ordered to attack a hex directly, and afterwards switched to combat support, which is something TOAW does from time to time (it doesn't seem to store the old orders of the unit).


Yes, indeed, that's what I'm seeing.

So any scenario design that would rely on an event-controlled re-garrison mechanism for planes to effectively get them out of the game would have a problem?

Thanks!

(in reply to golden delicious)
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RE: Air units / garrison mode - 8/7/2008 12:20:12 PM   
sPzAbt653


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quote:

ORIGINAL: Heldenkaiser


[So any scenario design that would rely on an event-controlled re-garrison mechanism for planes to effectively get them out of the game would have a problem?



Technically yes, as air units ordered into 'garrison' will retain the last assigned mission, but will not be available for orders (the player cannot access the unit to change it to 'rest'). The same goes for ground units.

I had tinkered with similar situations in FitE some time ago, and remember a few weirdnesses, for example:

Ground units in 'garrison' can be bombed by enemy artillery and knocked out of entrenchment, but the owning player cannot put them back into entrench, or defend.

Air units can start on the map in 'garrison' with missions assigned, but air units cannot enter as reinforcements with missions assigned.

Units can enter as reinforcements in 'garrison' but cannot enter in 'fixed', nor can units on the map be ordered into 'fixed'. The same for 'static', as I recall.


In 'Rundstedts Plan Martin', the US 8th AF units enter, and are then withdrawn, and may return later. This prevents them hanging around in garrison mode and contributing to unintended purposes. I believe the same theory applies to 'West Front', that the 8th AF was typically used in the strategic role and therefore not able to contribute to the ground combat, except for specific periods.

As 'garrison' units cannot move unless displaced or changed to another mode by event, it seems as though they should be made available for orders. Although someone brighter than me will probably come up with a reason why they should not not.


(in reply to Heldenkaiser)
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RE: Air units / garrison mode - 8/7/2008 10:18:40 PM   
golden delicious


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quote:

ORIGINAL: sPzAbt653

As 'garrison' units cannot move unless displaced or changed to another mode by event, it seems as though they should be made available for orders. Although someone brighter than me will probably come up with a reason why they should not not.


You'd have to prohibit setting them to reserve orders, as these orders could be used to move these units.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to sPzAbt653)
Post #: 5
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