| Lobster 
 
 Posts:  5104
 Joined:  8/8/2013
 From:  Third rock from the Sun.
 Status: offline
   | quote:
 ORIGINAL:  gliz2
 
 There was a thread about the Time Stamps but it got out of hands. So here there will be just questions related to examples from FITE2 that I'm currently playing. Don't care wheter SO feels the game is this or that. I want to know why something did or did not happen.
 
 Q1 TACKLED
 At the begining of a Turn an Soviet occupied hex is in contact with 3 adjecent German hexes (so the 3 other adjecent hexes are unoccupied).
 After the completion of encirclement the 3 earlier unoccupied hexes are now "owned" by German units but which cannot attack (all MPs exhausted).
 Battle is executed and the result is that the Soviet units were anihilated because they could not have withdrawn. However the Soviets could have withdraw as there was a gap in German lines when the battle was concluded.
 Without going into the whole battle results and so. Where exactly and when the battle took place? I fail to follow that.
 My understanding is since the late arrived Germans were in the end fighting the reatriting Soviets the battle took place in all 4 hexes, right? Or is it random?
 
 
 
 Actually it works this way. If the Soviet unit is initially adjacent to three German units and three more German units occupy the other three hexes adjacent to the Soviet unit expending all of their movement points to do so, those three units are not obligated to take part in the combat. Since three German units began the turn adjacent to the Soviet unit they will likely consume, at the most, 20% of the turn (2 rounds). This being true, the three late arriving units were not there to block the Soviet unit at the time of the combat because it took them all 10 rounds to get there as evidenced by the usage of all of their movement points. Yet there they are. The following rule attempts to account for the late arriving units. It does so poorly in my opinion because not all units are 'ants' and not all units can rbc even an 'ant'. (It has been discussed ad nauseam in several threads.)
 
 13.14.1. RBC Escape from blocked
 retreat path
 Surrounded defending units that are forced to retreat
 from combat and have no other path of retreat will
 get to attempt to breakout via RBCing any of the
 surrounding enemy units. All qualifying defenders
 get to attempt the RBCs until a path is cleared or
 all have failed against all blockers. Note that this will
 require the use of substantial forces in all possible
 paths around the defender if that defender is to be
 denied a retreat path. “Ants” won’t work.
 
 If I'm playing a scenario I demand without discussion the 'house' rule that if a unit is completely surrounded by enemy units giving no path of retreat then all attacking units surrounding that unit must take part in the combat. This might sound draconian but I see no other way to square time and space considerations with the situation.
 
 Obviously if you are playing against a programmed opponent this is only 50% effective.
   
 
 quote:
 ORIGINAL:  gliz2
 Follow up:
 
 Q1
 Mediana of battle duration
 I get the concept but not the logic. It's so messed up.
 In practice a battle had taken time in future (acocrding to the battle rounds) yet the results are moved to "now". Try to explain it to the a logic-oriented guy
 
 
 When we are talking about time we are not talking about one battle as though it were somehow quarantined from the rest of the map. If one battle takes six rounds and one battle takes two rounds why should every battle on the map be given a cost of six rounds? It defies logic. So to attempt to account for this the longest battle is set to the median of all battles on the map and so all battles on the map are set to this median. Since no battle exists in a vacuum something had to be done. Nothing is perfect. Especially in a game that is a couple of decades old +.
   
 14. Your Entire Force Movement
 Allowances Are Adjusted
 After combat, all of your units will have their
 remaining Movement Allowances adjusted to
 reflect the Median Tactical Round needed to
 resolve all Normal Attacks. Note that this omits
 bombardments, unless the round only included
 bombardments – then the round advances to the
 median-length bombardment.
 Example: If the Median Tactical Round was
 Round 7, all of your units will have their Movement
 Allowances limited to no more than 30% [(10-
 7)*10%] of their full Movement Allowance.
 
 
 
 quote:
 ORIGINAL:  gliz2
 
 Q2 TACKLED
 The winter of 1941/42 was one of the most extreme. However this was a weather anomaly as previous winter was also extremely cold. I have played around 20 times through 41/42 and it is always pretty much the same weather. Is this hard coded with the events?
 
 
 
 You will have to learn to use the event editor. My sympathies.
 
 
 
 quote:
 ORIGINAL:  gliz2
 
 Q4
 Is it possible that small units when overrun not to leave Battle Stamp?
 I mean on 5km scale an overrun Military Police should be "swiped" by armoured regiment (unless strongly dug in).
 
 
 
 This is a time and space situation. A unit could not simply stroll through a hex where a combat is taking place, rbc or not, as though nothing is happening there. A time and space cost must be paid to account for any combat action occurring in a hex. That's what BTS attempt to model, time and space. Everything on the map is supposed to be taking place simultaneously but it's a turn based game.
  So, because turn based games present time and space oddities the functions to account for those oddities will never be perfect and will never be able to exactly mirror real world time and space. 
 
 < Message edited by Lobster -- 2/5/2019 3:05:26 PM  >
 
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  http://www.operationbarbarossa.net/    Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein     Q: What do you call a boomerang that doesn’t come back?   A: A stick. |