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Bridges - 11/29/2021 6:08:07 AM   
milesjb

 

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The manual is not very clear as to the repairing, building or destruction of bridges. Since this an extremely important part of this offensive for both sides can someone give us a little more information than the manual. I'm playing the West Wall scenario and would like to know how to repair and/or build bridges. There are some engineer battalions in the scenario. How can they help the Americans get across the Our?
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RE: Bridges - 11/29/2021 8:23:39 AM   
JacquesDeLalaing

 

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My notes:

BLOWING BRIDGES
- An attempt to blow a bridge costs a unit 50 AP (the AP will be spent regardless of whether you succeed or fail in blowing the bridge)
- The difficulty of the test (= "hitpoints" of the bridge) depends on the type of river. The larger the river, the more hitpoints it gets (see manual p. 107). Also, if there is a KNOWN enemy presence on the other side of the bridge, the bridge's hitpoints are increased depending on the power of the enemy presence in relation to the power of your own unit (NOTE: enemy presence has no influence if you haven't spotted the enemy!?).
- Your capacity to blow the bridge depends on the size of your unit. I can't tell exactly how many "blowing points" each individual contributes, but the manual lists 3 points per soldier and 10 points per engineer (not sure about vehicles/tanks...). Accumulated engineer points also positively modify your capacity: Each turn, engineer individuals create engineer points (see the stats "EP per turn" and "Engineer Points" (=currently accumulated EPs)). If the unit moves, all accumulated engineer points are lost. Note that an attempt to blow the bridge also consumes all accumulated engineer points (regardless if success or failure).
- When you finally attempt to blow the bridge, one random roll is made between 0 and your capactiy ("max" in the report). And one roll is made between 0 and the bridge's hitpoints ("max"). If your capacity roll is higher than the bridge's hitpoints roll, the attempt is a success and the bridge is gone.
- Note that you can make multiple attempts in a turn to blow a bridge.
--------------------
- SHORT: If you want to blow a bridge, preferably use engineers (and have them stay a few turns to accumulate engineer points) and make sure that there is no enemy on the other side of the bridge. The bigger the river, the more difficult it is. Remember that accumulated engineer points are lost even on a fail. If you want to prevent your enemy from blowing a bridge, have strong forces on the other side of the bridge and make sure the enemy is aware (probe across the bridge immediately!). If the enemy is not aware of your presence, his units don't get a malus on their blow attempts!

REPAIRING BRIDGES
- Repairing bridges is much more reliable than blowing bridges. However, whereas any unit can try to blow a bridge, only engineers (including units that contain engineer individuals) can repair bridges.
- The repair points needed to repair a bridge depend on the size of the river (see manual p. 108). There is NO malus for enemy troops on the other side of the river.
- A unit needs to match the required repair points with its accumulated engineer points. Remember only engineer individuals generate engineer points per turn.
- As units lose all accumulated engineer points when they move, a unit needs to start its turn already in the bridge-hex in order to repair a bridge.
- If you have enough accumulated engineer points, you can repair the bridge (automatic success, no check). The unit loses all its AP and the engineer points required to repair the bridge (the excess is not lost).
-------------------
- SHORT: You need engineers. The larger the river, the more engineers you need or the longer you need to wait and accumulate engineer points before you can repair the bridge.

IMPORTANCE OF BRIDGES
- Bridges significantly reduce the movement-AP cost (also: readiness, fuel costs), both for supply and troops. In most cases, you'll have to leave behind your heavy equipment/vehicles if you want to cross a river without a bridge (all vehicles have huge river crossing AP costs, you can't even get across with reserve APs).
- Bridges do NOT prevent the river crossing penalty (penalty on hitpoints, units crossing a river are more vulnerable).
- There is an extra +10 AP if you move across a river (without bridge) into an enemy Zone Of Control. [EDIT: I'm not sure if this is actually the case in the game; the AP malus still only shows up as +10]

DESTRUCTION BY STRUCTURAL DAMAGE?
It seems as if there is also a chance that bridges get destroyed by structural damage (arty and air strikes)? But nothing can be found in the manual...


< Message edited by JacquesDeLalaing -- 11/29/2021 8:41:32 AM >

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RE: Bridges - 11/29/2021 3:31:36 PM   
milesjb

 

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Thank you Jacques, this was a wonderful explanation. Thanks for taking the time for such an elaborate answer. But, as to the mechanics, is there a button to push somewhere to make an attempt at blowing/repairing.

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RE: Bridges - 11/29/2021 3:54:04 PM   
carll11


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quote:

ORIGINAL: JacquesDeLalaing

My notes:


DESTRUCTION BY STRUCTURAL DAMAGE?
It seems as if there is also a chance that bridges get destroyed by structural damage (arty and air strikes)? But nothing can be found in the manual...




Oh theres a chance alright, like , 50 50? An anachronism brought over from Case Yellow...

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RE: Bridges - 11/29/2021 4:02:56 PM   
pedro0930

 

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It depends on how much firepower is applied. Try to fire off the entire army's rocket artillery on a bridge hex. The bridge will blow 100% of the time.

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RE: Bridges - 11/29/2021 5:18:26 PM   
ZygfrydDeLowe

 

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quote:

ORIGINAL: milesjb

Thank you Jacques, this was a wonderful explanation. Thanks for taking the time for such an elaborate answer. But, as to the mechanics, is there a button to push somewhere to make an attempt at blowing/repairing.


You have those button available to you in the Unit tab on the right hand side:





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RE: Bridges - 11/29/2021 7:00:52 PM   
milesjb

 

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Thank you for the illustration. I suppose if the bridge is already blown, the label will read "Repair Bridge". I'm going to check "in game" now.

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Post #: 7
RE: Bridges - 11/29/2021 7:09:28 PM   
RobearGWJ

 

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Crucial point here. Bridge work done by engineers requires Engineer Points, not Action Point. EPs are gained by parking your engineer unit next to the bridge and then waiting. The unit will gain EPs each turn. When you have enough, select the unit and go to the unit menu in the upper right side of the screen, then press the button to do the repair or blow the bridge.

I think the engineers have to just sit there and not do other stuff, but maybe they are allowed to fire...? Dunno. Would not risk it myself, I would think they are busy with the task. Put another unit there to cover them.

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RE: Bridges - 12/4/2021 3:24:37 PM   
TrogusP96

 

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Why are all the bridges over the Our River intact at game start or am I missing something? The Germans are over Skyline Drive in a jump and then onto Clervaux. Does the US have to blow these bridges somehow?

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Post #: 9
RE: Bridges - 12/4/2021 4:25:37 PM   
Oberst_Klink

 

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I guess you're referring to this. If you like the bridges being damaged in the WaR scenario, let me know and I can adjust the map for you.

For those of you interested in general, I've already some mods available for testing; basically stuff that has been discussed before, e.g. 7,5cm leIG 18/37 not being bundled in the 13.Kp of a VG.Rgt, but 4 each assigned (as per TO&E), to the VG.Btl., 12 x 12,2cm FH(r) in the VG.Art.Rgt replaced with 18 x 7,5cm FK nA16/36, VG.Pio.Btl only partly motorized and with 2 Kp, as per TO&E.

I also need help with adding a few more unit NATO symbols, as pointed out in another thread.

Klink, Oberst




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RE: Bridges - 12/4/2021 4:49:51 PM   
nikdav


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quote:

I guess you're referring to this. If you like the bridges being damaged in the WaR scenario, let me know and I can adjust the map for you.


Hi Klaus,
with last editor there is a table (76) to set the bridges status for every scenarios !
No more map modding !

Davide






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RE: Bridges - 12/4/2021 4:57:46 PM   
Oberst_Klink

 

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quote:

ORIGINAL: nikdav

quote:

I guess you're referring to this. If you like the bridges being damaged in the WaR scenario, let me know and I can adjust the map for you.


Hi Klaus,
with last editor there is a table (76) to set the bridges status for every scenarios !
No more map modding !

Davide






Mille Grazie!👍🤓

Klaus

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Post #: 12
RE: Bridges - 12/4/2021 6:29:27 PM   
TrogusP96

 

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That is an interesting way around the issue -holding the 5th Army Panzer Divisions. How do I get to that editor page. That is very kind to offer to blow the birdges in a mod.

The 28th Division getting crushed in my at start.

Where are those design notes? I dont see them in my manual that came pdf with the download.

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Post #: 13
RE: Bridges - 12/4/2021 7:03:55 PM   
Oberst_Klink

 

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quote:

ORIGINAL: TrogusP96

That is an interesting way around the issue -holding the 5th Army Panzer Divisions. How do I get to that editor page. That is very kind to offer to blow the birdges in a mod.

The 28th Division getting crushed in my at start.

Where are those design notes? I dont see them in my manual that came pdf with the download.

Simple editor and find the table Davide explained above.

E.g. you want to blow the bridge over the Our at Unter Eisenbach (117,79), just add it to the table.

Klink, Oberst




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Post #: 14
RE: Bridges - 12/4/2021 9:16:26 PM   
carll11


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Using cards it appears you can repair bridges minus the requisite EP points but it costs you the card points.

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RE: Bridges - 12/4/2021 9:18:47 PM   
carll11


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quote:

ORIGINAL: pedro0930

It depends on how much firepower is applied. Try to fire off the entire army's rocket artillery on a bridge hex. The bridge will blow 100% of the time.



well, be that as it may I hit a town on the other side of a bridge with just battalion arty. mortars and, the bridge blew...

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Post #: 16
RE: Bridges - 12/4/2021 9:19:26 PM   
Oberst_Klink

 

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Yup, but PP are precious.

Klink, Oberst

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RE: Bridges - 12/4/2021 9:19:55 PM   
carll11


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quote:

ORIGINAL: Oberst_Klink

Yup, but PP are precious.

Klink, Oberst



Indeed

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Post #: 18
RE: Bridges - 12/4/2021 11:13:24 PM   
timmyab

 

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quote:

ORIGINAL: TrogusP96
Why are all the bridges over the Our River intact at game start or am I missing something?

Another thing about the Our river which I have mentioned before but will repeat is that it is drawn as an XL river but in fact is not very wide (roughly 50 ft) and fordable in places. The sauer river that it joins at Wallendorf is actually the superior river at roughly 100ft but is drawn as a medium river. For comparison the Meuse is about 300 to 400ft wide.

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RE: Bridges - 12/5/2021 9:34:36 AM   
nikdav


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You are right, fixed next patch !
Thanks for reporting !

Davide

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