Chris21wen
Posts: 6249
Joined: 1/17/2002 From: Cottesmore, Rutland Status: offline
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quote:
ORIGINAL: GamesaurusRex OK... I've got to ask. Consider the following: I have 3 Russian infantry brigades under STAVKA HQ that have been sitting in the same clear hex on a supplied railroad for several turns in a location more than ten hexes from the enemy. All three are in range of STAVKA and nearly identical in actual TOE content. All three are nearly identical in actual support, supply, and other details. Now the questions: 1) Two of the brigades have movement capacities of 15. One has a movement capacity of 11. Why is this ? 2) Adding to this puzzle is the fact that the two with the 15 mvp have a lower morale (37 & 34) than the 11 at 39 ? 3) Merging the two 15 mvp brigades with the one 11 mvp brigade results in an 11 mvp division. This is puzzling. Is this a bug that could be addressed ? Or are movement point determinations just random numbers ? Thanks in advance for your comments. Going entirely from the work I've done on the New Manual Section 14.1.2 The following steps are used by the computer to determine a unit's MP allowance during the logistics phase at the start of a turn: 1. Start with base MPs (14.1.1) 2. Calculate average fatigue of the unit based on the number and fatigue of each type of ground element. Reduce the number of MP's by the average fatigue divided by ten, rounded down. 3. Check for leader initiative. If all leaders in the chain of command fail the initiative check, then multiply MPs remaining by 80 percent, rounding down. 4. Check for leader admin. If all leaders in chain of command fail the admin check, then multiply MPs remaining by 80 percent, rounding down. Note that units that did not move in the previous turn will automatically pass their next turn's admin check. 5. Determine if fuel (motorized unit) or supplies (non-motorized unit) is sufficient to enable the unit to use the remaining MPs it has. For example, if a motorized unit has only 50 percent of its base MPs remaining after steps 1 through 4, it will only require 50 percent of base MP fuel need. If the fuel on hand is less then this need, say only 60 percent, its remaining MPs will be reduced by 60 percent, rounded down. 6. If a non-motorized unit, reset the unit's MPs to eight if determined to be lower than eight. If a motorized unit with zero MPs, reset the unit's MPs to one. 7. If the movement point allowance is greater than 16 and the unit is motorized, check to see if the vehicle shortage penalty applies. This penalty creates a maximum number of MPs the unit may have during the turn. For motorized units the maximum is equal to 16 + (34 * (vehicles in unit/vehicles required by unit). The maximum will never be less than 16. 1. The only variables are leader rolls so it must have failed the initiative roll and/or the admin roll. Now if the unit did not move during the turn it cannot be the admin roll. Fatique may reduce MP by 1 or 2, so 16 MP becomes 15 or 14 MP x .8 (a failed Init check) = 12 or 11 MP 2. Morale plays not part in movement point determination. 3. I don't understand this one? You said they are all Bde but you then said they merge into a division. That is not possible. If you merge two bde you still get a bde, just bigger than either. If you merge a bde into a div you get a div, just bigger. You cannot merge a div into a bde (7.5.3.6). It does make sense if you are building up three bde into a div however (7.5.3.1). Irrespective merging or buildup appears to be done in the same way i.e. It is the average of the units that is combined so if one is large than other the merged value will be closer larger one. In this case that's not applicable as it's movement points being merged, with units being force to take on the speed of the slowest unit.
< Message edited by Chris21wen -- 11/28/2018 9:20:51 PM >
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