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Question on Upgrade/TOE. No Lowpe - 6/30/2016 1:29:20 PM   
JocMeister

 

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I recently ran into a kind of bummer situation in my game with Jeff.

The 2nd Armored ID arrived as part of the Emergency reinforcements. As can be seen in the screen I attached it arrived with outdated squads. I therefore set them to upgrade. This is where the problem started...

I discovered several turns later that the division had indeed upgraded the squads. The big issue here is that it also swapped out the 168 Lees for 4 Shermans. This is part of the TOE upgrade but obviously something completely unwanted. No = or * sign behind the M3s.

It also doesn´t match my experience with the British tank units where the TOE might show Valentines but the unit has Vickers for example. For the Vickers won´t upgrade to Valentines unless there is the same number of Valentines in the pool.

I´m basically wondering if someone else have any experience with this? I´ve played this game for many years but never encountered something like this before. Of course it happens at the most critical moment where it could possible happen.








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< Message edited by JocMeister -- 6/30/2016 1:50:14 PM >
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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 1:58:20 PM   
btd64


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I think it's something to do with the operations mode changing during upgrade. It happens to me when I change from combat to strategic as well. Did you check your M4 pool?....GP

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 2:16:06 PM   
JocMeister

 

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quote:

ORIGINAL: General Patton

I think it's something to do with the operations mode changing during upgrade. It happens to me when I change from combat to strategic as well. Did you check your M4 pool?....GP


Not really sure what you mean? You think the reason they "upgraded out the M3s" might be linked to them changing to strat mode?

I have a small number of M4s in the pool. They started production a couple of days ago.

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 2:31:13 PM   
JocMeister

 

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To clarify I´m mostly wondering if what happened is supposed to happen. To my knowledge (up until now at least) the M3s shouldn´t have been swapped out unless there had been 168 Shermans in the pool to exchange them with. This is how it works with the British armored units.

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 2:41:01 PM   
tiemanjw

 

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I'll have to check when I can load the editor, but I believe that the British tanks are all in an upgrade line (vickers to Valentine's to Lee's to grants to Sherman v).
However for the Americans, the m3 upgrades to the m5. The m4, I think, is a separate path.

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 3:18:54 PM   
JocMeister

 

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quote:

ORIGINAL: tiemanj

I'll have to check when I can load the editor, but I believe that the British tanks are all in an upgrade line (vickers to Valentine's to Lee's to grants to Sherman v).
However for the Americans, the m3 upgrades to the m5. The m4, I think, is a separate path.


With the risk of sounding like an idiot....

How does that effect things? Because its the start of a new path it can upgrade without having the full complement of tanks?

Looking into the editor though the M3 Lee (1179) upgrades to M4 Sherman (1180). According to the ediotor The 2nd Armored are equipped with Lee with the 1179 device number. So it it doesn´t look like that is the case here.

EDIT: Could this be linked to the fact that the 2nd Armored arrived with a small number of Shermans?

< Message edited by JocMeister -- 6/30/2016 3:25:55 PM >

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 3:50:44 PM   
tiemanjw

 

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Ok... I was able to look at the editor. Short answer, I was wrong on the details, however I still think the overall answer I gave (TO&E upgrade) is still the problem.

Also, their are too many models of the M3!

Oh, and I'm looking at scenario 2 - not whatever babes mutation you are using.

The 2nd Armored arrives with:
device name qty
1177 M5 Stuart 77
1179 M3 168
1180 M4 18


However, it has a TO&E ID of 2353 (USA Armored Division). The TO&E has:
1178 M24 77
1180 M4 168
1181 M4 CS 18


So we can see that the TO&E doesn't match. Their are 2 types of upgrades: device upgrades and TO&E upgrades.
Device upgrades can happen any time. They are what the "=" sign is indicating can happen. In order to get a device upgrade you need to have either 1.25x or 1.5x (I can't remember which) the number of devices currently in the unit in the pool.
Checking the editor, device number 1179 (M3) does indeed upgrade to 1180 (M4). So had you either 210 or 252 (depending on if it is 1.25x or 1.5x), you would have seen the "=" sign, and the upgrade would have happened as you expected. No issue.

This is not what happened though. There is another kind of "upgrade" in the game... the TO&E upgrade (as an aside, I believe this type of upgrade generates a message in the ops report - I know it does in tracker - so you may be able to go through your saved ops reports or tracker and see).
The TO&E upgrade is when a unit goes from 1 TO&E to another. I put "upgrade" in quotes because it is not always an upgrade. I had a nice battle hardened Indian division that "upgraded" from a full fledged division to a training division (about the size of a small regiment) good only for garrison duty.
(Note usually TO&E upgrades are good things, but sometimes they can bite you)

My guess is what happened was the game either executed a TO&E upgrade, or otherwise tried to align the unit with the assigned TO&E for your 2nd armor. If you see above, the M4 replaces the M3 in the TO&E (both are slot 12). So at the TO&E upgrade, you got what M4s were in the pool. The M5s and M4s already in the division didn't upgrade because I doubt you have any M24 or M4 CS in your pool (both of those devices don't start until mid/late '44)


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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 4:04:30 PM   
JocMeister

 

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Thanks tiemanj. Makes sense now. Sucks for me though... Wonder why they guys that did the WC reinforcements did it like that. Would have been better to have it arrive in the right TOE? Oversight perhaps.

Nothing in the OPS report about a TOE upgrade though. Only a device upgrade on the 9th.

Sounds very familiar about that Indian ID. It "upgrades" to 109 squads and a couple of guns if I remember correctly...

< Message edited by JocMeister -- 6/30/2016 4:09:17 PM >

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 4:23:32 PM   
witpqs


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My practice is, things that withdraw out of theater get no replacements and no device upgrades and no TOE upgrades.

I've learned to control replacements, upgrades, and TOE upgrades pretty carefully in general.

Sounds like a bummer of an error. Hopefully it will just cancel out (administrative) errors that your opponent makes.

< Message edited by witpqs -- 6/30/2016 4:26:12 PM >


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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 4:50:17 PM   
tiemanjw

 

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quote:

Thanks tiemanj. Makes sense now. Sucks for me though... Wonder why they guys that did the WC reinforcements did it like that. Would have been better to have it arrive in the right TOE? Oversight perhaps. Nothing in the OPS report about a TOE upgrade though. Only a device upgrade on the 9th. Sounds very familiar about that Indian ID. It "upgrades" to 109 squads and a couple of guns if I remember correctly...


My guess is you are one of the few who have even seen the 2nd Armored (I haven't even looked at any US armored divisions, as I've never had any chance of using them. pitty...). The ones you get in '45 you can actually use already come with M4s.
Also, I would think the most likely time for a WC invasion would be earlier than you are seeing it - when M4s haven't even started yet (they start in 12/42). So M3s would make more sense. So congratulations, you may be the first allied player to see a WC invasion in '43!

Perhaps nothing was in the ops report because it was simply aligning your TO&E to the one defined in the editor - as opposed to actually "upgrading" the TO&E. Pure speculation on my part here.

By the way, digging at it a bit more, the US restricted armor divisions (the white restricted all players get, but few probably pay attention to), start with the M24 in slot 13 (and not the M5). I wonder if this makes a difference.


< Message edited by tiemanj -- 6/30/2016 4:54:32 PM >

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 6:25:00 PM   
Bullwinkle58


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A tiny silver lining and won't make you feel much better, but you got Shermans on the front lines in very early 1943. They may be few, but they are fearsome. Japan has no tank in the invasion that can stand up to them.

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 7:23:56 PM   
paradigmblue

 

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quote:

ORIGINAL: JocMeister

Thanks tiemanj. Makes sense now. Sucks for me though... Wonder why they guys that did the WC reinforcements did it like that.


I would be very surprised if this aspect of the game was well play-tested. While emergency reinforcements seem to be a bit of a bogeyman on the forums, they are much less fearsome in practice than they are in the imagination of the players - as you're finding out in your current game I'm sure.

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 8:46:17 PM   
Lokasenna


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quote:

ORIGINAL: Bullwinkle58

A tiny silver lining and won't make you feel much better, but you got Shermans on the front lines in very early 1943. They may be few, but they are fearsome. Japan has no tank in the invasion that can stand up to them.


Aaaaaaactually...

M4 Sherman Armor: 45, Anti-Armor: 62, Anti-Soft: 21
Gun: Range 2, Effect 12, Pen 62, Accur 10

Type 1 Medium Tank Armor: 50, Anti-Armor: 80, Anti-Soft: 16
Gun: Range 1, Effect 6, Pen 80, Accur 10

The Type 1 is available beginning 6/42 in Scen 2, so I assume Lowpe would have it if he has upgraded his units. Its gun isn't quite as good, but it can kill Shermans. The biggest difference to me is the Range 2 vs. 1 there, because we don't really know how that works. We also don't really know how the Effect works with regard to the device or if there's a big difference between 6 and 12 - does 6 mean 40% chance of destroyed/disabled while 12 is 80%, or is it more like 40% and 50%? I don't know if anyone with authority to speak to it has ever said how those numbers all interact, in even a hinting manner.

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 8:48:04 PM   
Bullwinkle58


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quote:

ORIGINAL: paradigmblue


quote:

ORIGINAL: JocMeister

Thanks tiemanj. Makes sense now. Sucks for me though... Wonder why they guys that did the WC reinforcements did it like that.


I would be very surprised if this aspect of the game was well play-tested. While emergency reinforcements seem to be a bit of a bogeyman on the forums, they are much less fearsome in practice than they are in the imagination of the players - as you're finding out in your current game I'm sure.


I don't know about play-tested, but I think the ER logic was not that they would be triggered in 1943. In the spring of 1942 the Sherman issue would be moot.

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 8:51:09 PM   
Bullwinkle58


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quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Bullwinkle58

A tiny silver lining and won't make you feel much better, but you got Shermans on the front lines in very early 1943. They may be few, but they are fearsome. Japan has no tank in the invasion that can stand up to them.


Aaaaaaactually...

M4 Sherman Armor: 45, Anti-Armor: 62, Anti-Soft: 21
Gun: Range 2, Effect 12, Pen 62, Accur 10

Type 1 Medium Tank Armor: 50, Anti-Armor: 80, Anti-Soft: 16
Gun: Range 1, Effect 6, Pen 80, Accur 10

The Type 1 is available beginning 6/42 in Scen 2, so I assume Lowpe would have it if he has upgraded his units. Its gun isn't quite as good, but it can kill Shermans. The biggest difference to me is the Range 2 vs. 1 there, because we don't really know how that works. We also don't really know how the Effect works with regard to the device or if there's a big difference between 6 and 12 - does 6 mean 40% chance of destroyed/disabled while 12 is 80%, or is it more like 40% and 50%? I don't know if anyone with authority to speak to it has ever said how those numbers all interact, in even a hinting manner.


Double range, double effect has to be pretty good. And the anti-soft is very good against infantry with almost no AT capability. Add to that the fact that the Allies have big, local bases to pull the tanks into to fix disablements.

Throw me a bone!

< Message edited by Bullwinkle58 -- 6/30/2016 8:54:19 PM >


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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 8:55:22 PM   
Lokasenna


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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Bullwinkle58

A tiny silver lining and won't make you feel much better, but you got Shermans on the front lines in very early 1943. They may be few, but they are fearsome. Japan has no tank in the invasion that can stand up to them.


Aaaaaaactually...

M4 Sherman Armor: 45, Anti-Armor: 62, Anti-Soft: 21
Gun: Range 2, Effect 12, Pen 62, Accur 10

Type 1 Medium Tank Armor: 50, Anti-Armor: 80, Anti-Soft: 16
Gun: Range 1, Effect 6, Pen 80, Accur 10

The Type 1 is available beginning 6/42 in Scen 2, so I assume Lowpe would have it if he has upgraded his units. Its gun isn't quite as good, but it can kill Shermans. The biggest difference to me is the Range 2 vs. 1 there, because we don't really know how that works. We also don't really know how the Effect works with regard to the device or if there's a big difference between 6 and 12 - does 6 mean 40% chance of destroyed/disabled while 12 is 80%, or is it more like 40% and 50%? I don't know if anyone with authority to speak to it has ever said how those numbers all interact, in even a hinting manner.


Double range, double effect has to be pretty good. And the anti-soft is very good against infantry with almost no AT capability. Add to that the fact that the Allies have big, local bases to pull the tanks into to fix disablements.


I don't know that base size matters for fixing units. I think you just need to tick these boxes for best fixing:
1) Are you at a base?
2) Does unit have enough supply?
3) Is the leader good at Admin?
4) Is there an HQ present?
5) Are you in Rest mode?

That's it, I think?


I'm actually wondering if the anti-soft is a function of the effect rating, in which case it's worth noting that the anti-armor is the same as the penetration value - maybe Effect only affects () how hard it hits against soft targets, but not armored targets?

The range factor, though... just don't know on that one. Presumably with Range 2, it will shoot first and shoot more than Range 1. Also don't know if attack vs. defense matters there.

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RE: Question on Upgrade/TOE. No Lowpe - 6/30/2016 8:58:00 PM   
Bullwinkle58


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quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Bullwinkle58

A tiny silver lining and won't make you feel much better, but you got Shermans on the front lines in very early 1943. They may be few, but they are fearsome. Japan has no tank in the invasion that can stand up to them.


Aaaaaaactually...

M4 Sherman Armor: 45, Anti-Armor: 62, Anti-Soft: 21
Gun: Range 2, Effect 12, Pen 62, Accur 10

Type 1 Medium Tank Armor: 50, Anti-Armor: 80, Anti-Soft: 16
Gun: Range 1, Effect 6, Pen 80, Accur 10

The Type 1 is available beginning 6/42 in Scen 2, so I assume Lowpe would have it if he has upgraded his units. Its gun isn't quite as good, but it can kill Shermans. The biggest difference to me is the Range 2 vs. 1 there, because we don't really know how that works. We also don't really know how the Effect works with regard to the device or if there's a big difference between 6 and 12 - does 6 mean 40% chance of destroyed/disabled while 12 is 80%, or is it more like 40% and 50%? I don't know if anyone with authority to speak to it has ever said how those numbers all interact, in even a hinting manner.


Double range, double effect has to be pretty good. And the anti-soft is very good against infantry with almost no AT capability. Add to that the fact that the Allies have big, local bases to pull the tanks into to fix disablements.


I don't know that base size matters for fixing units. I think you just need to tick these boxes for best fixing:
1) Are you at a base?
2) Does unit have enough supply?
3) Is the leader good at Admin?
4) Is there an HQ present?
5) Are you in Rest mode?

That's it, I think?


I'm actually wondering if the anti-soft is a function of the effect rating, in which case it's worth noting that the anti-armor is the same as the penetration value - maybe Effect only affects () how hard it hits against soft targets, but not armored targets?

The range factor, though... just don't know on that one. Presumably with Range 2, it will shoot first and shoot more than Range 1. Also don't know if attack vs. defense matters there.


So what you're saying is you're saying it's possible to say . . . you can't say.

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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 5:56:38 AM   
JocMeister

 

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quote:

ORIGINAL: tiemanj
My guess is you are one of the few who have even seen the 2nd Armored (I haven't even looked at any US armored divisions, as I've never had any chance of using them. pitty...). The ones you get in '45 you can actually use already come with M4s.
Also, I would think the most likely time for a WC invasion would be earlier than you are seeing it - when M4s haven't even started yet (they start in 12/42). So M3s would make more sense. So congratulations, you may be the first allied player to see a WC invasion in '43!

Perhaps nothing was in the ops report because it was simply aligning your TO&E to the one defined in the editor - as opposed to actually "upgrading" the TO&E. Pure speculation on my part here.

By the way, digging at it a bit more, the US restricted armor divisions (the white restricted all players get, but few probably pay attention to), start with the M24 in slot 13 (and not the M5). I wonder if this makes a difference.



Again, thank for all the help.

So what is the verdict on this? Bug or not? Bug might not be the right word though but rather something unexpected which the scenario designer didn´t take into account? Which I guess is a bug though...

Should I post this in tech support?


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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 6:08:28 AM   
witpqs


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IMO: Not bug. Be wary of TOE changes and of device upgrades.

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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 8:42:04 AM   
paradigmblue

 

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quote:

ORIGINAL: witpqs

IMO: Not bug. Be wary of TOE changes and of device upgrades.


+1

Looks like it "upgraded" to the base TOE of the unit (2353), which doesn't require sufficient devices in the pool to be present, unlike a device upgrade, which can happen independently of TOE upgrades and requires the requisite number of devices to be in the pool.

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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 8:46:55 AM   
JocMeister

 

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Could the TOE change have been avoided with upgrade off or by stockpiling the Shermans?

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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 9:15:14 AM   
paradigmblue

 

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quote:

ORIGINAL: JocMeister

Could the TOE change have been avoided with upgrade off or by stockpiling the Shermans?


Yes, if you set the LCU to not upgrade it shouldn't switch to it's base TOE ID configuration. (Someone correct me if I'm wrong here, but in my experience setting the unit upgrade to off prevents this).

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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 10:23:07 AM   
JocMeister

 

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quote:

ORIGINAL: paradigmblue


quote:

ORIGINAL: JocMeister

Could the TOE change have been avoided with upgrade off or by stockpiling the Shermans?


Yes, if you set the LCU to not upgrade it shouldn't switch to it's base TOE ID configuration. (Someone correct me if I'm wrong here, but in my experience setting the unit upgrade to off prevents this).


But then I couldn´t have upgraded the obsolete squads? Or do stockpile of the Shermans prevent the TOE "upgrade" from switching out the Lees?

I suspect not...

< Message edited by JocMeister -- 7/1/2016 10:52:05 AM >

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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 1:58:51 PM   
BBfanboy


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quote:

Lokasenna: I'm actually wondering if the anti-soft is a function of the effect rating, in which case it's worth noting that the anti-armor is the same as the penetration value - maybe Effect only affects () how hard it hits against soft targets, but not armored targets?


I don't know for sure but I have the understanding (perhaps read it long ago) that the anti-armour combat resolution first calculates the chance of a hit, then the chance of penetration and then applies the "effect" value against the durability of the vehicle to decide if it is destroyed or disabled.

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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 3:19:52 PM   
Bullwinkle58


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quote:

ORIGINAL: JocMeister

But then I couldn´t have upgraded the obsolete squads? Or do stockpile of the Shermans prevent the TOE "upgrade" from switching out the Lees?

I suspect not...


My experience is you could have. The Allies get some of early 1944 IDs still with 1941 squads. I am always short of the 57mm AT gun; it's on fairly permanent stockpile. I have upgraded those divisions just fine while leaving them with 37mm AT guns.


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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 3:24:34 PM   
Bullwinkle58


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quote:

ORIGINAL: BBfanboy

quote:

Lokasenna: I'm actually wondering if the anti-soft is a function of the effect rating, in which case it's worth noting that the anti-armor is the same as the penetration value - maybe Effect only affects () how hard it hits against soft targets, but not armored targets?


I don't know for sure but I have the understanding (perhaps read it long ago) that the anti-armour combat resolution first calculates the chance of a hit, then the chance of penetration and then applies the "effect" value against the durability of the vehicle to decide if it is destroyed or disabled.


What I don't know, and I don't think has ever been disclosed, is what the Range variable does. Does it give the Range=2 tank a permanent first roll-to-hit, or does it double the probability of a first hit?

I would think it gives a first roll. Tank 1 is 2000 yards from tank 2. Tank 1 has Range=2; tank 2 has Range=1. Tank 2 has to roll forward 1000 yards to get a shot off, while tank 1 can fire immediately. This is easily translated into probabilities.

I would also think Range only applies to the main gun vs. an AFV or other motorized target. Anti-soft MGs on a tank shouldn't have more inherent range than an infantry MG.

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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 4:20:39 PM   
witpqs


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There might be some special situation that I am not aware of, but AFAIK:

- TOW upgrades can only occur in a friendly base, with a Command HQ within a certain range, and with the LCU in Rest mode.
- Device upgrades can only occur if the 'upgrade' button is 'yes', the unit is in a friendly base, enough supply & enough devices in the pool.

The notion of the LCU upgrading to a 'base TOE' is something I haven't heard about before.

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RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 4:44:01 PM   
Lokasenna


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quote:

ORIGINAL: BBfanboy

quote:

Lokasenna: I'm actually wondering if the anti-soft is a function of the effect rating, in which case it's worth noting that the anti-armor is the same as the penetration value - maybe Effect only affects () how hard it hits against soft targets, but not armored targets?


I don't know for sure but I have the understanding (perhaps read it long ago) that the anti-armour combat resolution first calculates the chance of a hit, then the chance of penetration and then applies the "effect" value against the durability of the vehicle to decide if it is destroyed or disabled.


But vehicles don't have a durability value... unless load cost is used as a stand-in for it. There's just the armor value.


quote:

ORIGINAL: Bullwinkle58

What I don't know, and I don't think has ever been disclosed, is what the Range variable does. Does it give the Range=2 tank a permanent first roll-to-hit, or does it double the probability of a first hit?

I would think it gives a first roll. Tank 1 is 2000 yards from tank 2. Tank 1 has Range=2; tank 2 has Range=1. Tank 2 has to roll forward 1000 yards to get a shot off, while tank 1 can fire immediately. This is easily translated into probabilities.

I would also think Range only applies to the main gun vs. an AFV or other motorized target. Anti-soft MGs on a tank shouldn't have more inherent range than an infantry MG.


I'm not sure if we can dig up anything on how range works in ground combat. I think I may have seen some stuff come up years ago, but can't remember. I'm really talking from somewhere out in left field here, maybe way over the fence, but my "wondering" about range in ground combat is if during combat the range "steps down" from longer ranges, to simulate the forces closing in an attack. Those devices that have range 2 would then get twice the shots of those with range 1. This is EXTREME conjecture on my part, but we really don't have a lot to go on.

For your last point here, I'm not sure the game gets that granular. I bet the range 2 applies to the anti-soft as well.


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: JocMeister

But then I couldn´t have upgraded the obsolete squads? Or do stockpile of the Shermans prevent the TOE "upgrade" from switching out the Lees?

I suspect not...


My experience is you could have. The Allies get some of early 1944 IDs still with 1941 squads. I am always short of the 57mm AT gun; it's on fairly permanent stockpile. I have upgraded those divisions just fine while leaving them with 37mm AT guns.



Yes, by turning Shermans to stockpile this could have been prevented. Same with turning off replacements to the unit (the Shermans were taken via replacement, not upgrade) or by turning off upgrade (the unit upgraded its TOE).

(in reply to BBfanboy)
Post #: 28
RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 4:45:43 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: witpqs

There might be some special situation that I am not aware of, but AFAIK:

- TOW upgrades can only occur in a friendly base, with a Command HQ within a certain range, and with the LCU in Rest mode.
- Device upgrades can only occur if the 'upgrade' button is 'yes', the unit is in a friendly base, enough supply & enough devices in the pool.

The notion of the LCU upgrading to a 'base TOE' is something I haven't heard about before.


I don't know what this "base TOE" is, either. A unit doesn't come in without a TOE...

You have to have Upgrade Allowed selected in order for the unit to upgrade its TOE as well. You can prevent TOE upgrades by turning upgrade to off. Or at least, so I think... I keep all my units to off except when I explicitly want upgrades to occur, so there are times when I miss TOE upgrades. Periodically, I go check through my LCU list to see how many units have "0 days until upgrade" and where they're at/is there a command HQ in range, etc.

(in reply to witpqs)
Post #: 29
RE: Question on Upgrade/TOE. No Lowpe - 7/1/2016 4:53:53 PM   
tiemanjw

 

Posts: 580
Joined: 12/6/2008
Status: offline
quote:

But then I couldn´t have upgraded the obsolete squads? Or do stockpile of the Shermans prevent the TOE "upgrade" from switching out the Lees? I suspect not...



I never actually tried it, but I assume it would (assuming you did the micromanagement). If you set them to stockpile, they would not be available (just like the M24s / M4 CSs), and thus not change that slot in the TO&E. That said, I don't think I every explicitly tried it.

While I agree it is probably not technically a bug, it is really close. Would it be possible to contact Michaelm and have him "reset" the unit back to having M3s (then just keep upgrade off)? (I don't know if that is technically possible, but if it is, it doesn't seem like cheating to me - though it would be a good idea to discuss with Lowpe before pulling the trigger).

(in reply to JocMeister)
Post #: 30
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