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Unkillable LCUs.

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Unkillable LCUs. Page: [1]
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Unkillable LCUs. - 6/15/2005 6:44:02 PM   
Oleg Mastruko


Posts: 4921
Joined: 10/21/2000
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Okay first and foremost I am NOT using 1.5x public beta, just a regular 1.50. I am posting here because I think this issue was not addressed in latest public betas, and I'd rather post here than on main board for reasons of clarity.

Land units, if cought in non base hex, refuse to die, even when faced with overwhelming odds. I noticed this in couple games. I surround enemy unit, get huge odds of like 12:1, enemy unit has nowehere to retreat, but it won't die.

Screenshot below. I am Japanese in this game. I attack the Allied unit turn after turn, they won't die. They got nowehere to go, but they won't surrender or die.

Here's the latest combat report:

Ground combat at 40,61

Japanese Deliberate attack

Attacking force 21529 troops, 173 guns, 14 vehicles

Defending force 1866 troops, 14 guns, 0 vehicles

Japanese assault odds: 8 to 1


Japanese ground losses:
67 casualties reported
Guns lost 1

Allied ground losses:
56 casualties reported
Guns lost 4

Savefile available upon request.

O.





Attachment (1)

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RE: Unkillable LCUs. - 6/15/2005 6:45:54 PM   
Oleg Mastruko


Posts: 4921
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Similar situations, when fought in base hexes, end in logical manner (weaker side with no retreat path surrenders or dies). I guess this has something to do with being in non base hex.

O.


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Post #: 2
RE: Unkillable LCUs. - 6/15/2005 7:13:11 PM   
bradfordkay

 

Posts: 8683
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From: Olympia, WA
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You don't need to attack them, they will eventually die on their own. Without being at a base hex, they cannot be picked up by any trasport, nor can they be resupplied. I had some Dutch units that were forced into a non-base hex after the fall of their last base on Sumatra, the AI ignored them and after a couple of months they were no longer there.

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fair winds,
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Post #: 3
RE: Unkillable LCUs. - 6/15/2005 7:25:51 PM   
gunner333

 

Posts: 64
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quote:

ORIGINAL: bradfordkay

You don't need to attack them, they will eventually die on their own. Without being at a base hex, they cannot be picked up by any trasport, nor can they be resupplied. I had some Dutch units that were forced into a non-base hex after the fall of their last base on Sumatra, the AI ignored them and after a couple of months they were no longer there.


Yes, you are right. The only BUT is that I preffer to destroy that LCU as soon as possible and move out my troops to strategicaly important front. Use 25000 soldiers for tieing just 1800 enemy is a pain.

(in reply to bradfordkay)
Post #: 4
RE: Unkillable LCUs. - 6/15/2005 7:56:33 PM   
Mr.Frag


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Fire me off a save of that Oleg. Thanks.

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Post #: 5
RE: Unkillable LCUs. - 6/15/2005 8:09:54 PM   
Bradley7735


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quote:

ORIGINAL: bradfordkay

You don't need to attack them, they will eventually die on their own. Without being at a base hex, they cannot be picked up by any trasport, nor can they be resupplied. I had some Dutch units that were forced into a non-base hex after the fall of their last base on Sumatra, the AI ignored them and after a couple of months they were no longer there.


I have been able to pick up troops via sub or fast transport in the past. It doesn't always work, and it's tough to keep a task force in the hex the troops are in, but it's possible. Generally if you make a new task force and move all the ships into it, it'll load the troops.

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Post #: 6
RE: Unkillable LCUs. - 6/16/2005 4:28:08 PM   
Sardaukar


Posts: 9847
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From: Finland/Israel
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quote:

ORIGINAL: Bradley7735

I have been able to pick up troops via sub or fast transport in the past. It doesn't always work, and it's tough to keep a task force in the hex the troops are in, but it's possible. Generally if you make a new task force and move all the ships into it, it'll load the troops.


Same here. "Do not retire" helps a lot here. I've been able to evac lot of Dutch that way, units that have been pushed out of bases.
That is of course dangerous when Japanese gget their Betties in place...

(in reply to Bradley7735)
Post #: 7
RE: Unkillable LCUs. - 6/16/2005 4:56:13 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
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quote:

ORIGINAL: Bradley7735


quote:

ORIGINAL: bradfordkay

You don't need to attack them, they will eventually die on their own. Without being at a base hex, they cannot be picked up by any trasport, nor can they be resupplied. I had some Dutch units that were forced into a non-base hex after the fall of their last base on Sumatra, the AI ignored them and after a couple of months they were no longer there.


I have been able to pick up troops via sub or fast transport in the past. It doesn't always work, and it's tough to keep a task force in the hex the troops are in, but it's possible. Generally if you make a new task force and move all the ships into it, it'll load the troops.


Sub transport at least definitely works. Evaccing a cadre of troops cut off from a base by submarine is S.O.P. in my game.

(in reply to Bradley7735)
Post #: 8
RE: Unkillable LCUs. - 6/28/2005 2:07:40 PM   
JP

 

Posts: 12
Joined: 11/15/2000
From: France
Status: offline
quote:

ORIGINAL: Oleg Mastruko
Land units, if cought in non base hex, refuse to die, even when faced with overwhelming odds. I noticed this in couple games. I surround enemy unit, get huge odds of like 12:1, enemy unit has nowehere to retreat, but it won't die.

Screenshot below. I am Japanese in this game. I attack the Allied unit turn after turn, they won't die. They got nowehere to go, but they won't surrender or die.



Same problem in China with the 1.60 patch.

What is the solution ?





Attachment (1)

_____________________________

Si vis pacem, para bellum.

(in reply to Oleg Mastruko)
Post #: 9
RE: Unkillable LCUs. - 6/28/2005 2:17:22 PM   
JP

 

Posts: 12
Joined: 11/15/2000
From: France
Status: offline
May be this thread have to be moved to the support forum...

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Si vis pacem, para bellum.

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Post #: 10
RE: Unkillable LCUs. - 6/28/2005 2:20:41 PM   
Mr.Frag


Posts: 13410
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Send me that save JP ... I assume thats against the AI?

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Post #: 11
RE: Unkillable LCUs. - 6/28/2005 2:26:29 PM   
JP

 

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Joined: 11/15/2000
From: France
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Yes, against the AI.

I will send you the savefile tonight.


_____________________________

Si vis pacem, para bellum.

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Post #: 12
RE: Unkillable LCUs. - 6/28/2005 10:08:33 PM   
JP

 

Posts: 12
Joined: 11/15/2000
From: France
Status: offline
quote:

ORIGINAL: Mr.Frag

Send me that save JP ... I assume thats against the AI?


Savefile sent.


_____________________________

Si vis pacem, para bellum.

(in reply to Mr.Frag)
Post #: 13
RE: Unkillable LCUs. - 7/7/2005 4:59:00 PM   
JP

 

Posts: 12
Joined: 11/15/2000
From: France
Status: offline
No news ?

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Si vis pacem, para bellum.

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Post #: 14
RE: Unkillable LCUs. - 7/7/2005 10:29:02 PM   
fokkov


Posts: 83
Joined: 4/19/2005
From: Gouda, Holland
Status: offline
setting 1 or 2 pby squadrons on pick up troops also does the trick.
I am evacuating a lot of troops like this pushed out of rangoon into a coatal hex to andaman islands.

it works , as long as the AI lets me.

(in reply to EUBanana)
Post #: 15
RE: Unkillable LCUs. - 7/15/2005 6:30:11 AM   
Captain Ed


Posts: 533
Joined: 3/21/2004
From: Victoria BC
Status: offline
This is spooky I am in a PBEM and we have exactly the same situation as this in the same spot I am the Allies and my unit will not die either. This is weird.


quote:

ORIGINAL: Oleg Mastruko

Okay first and foremost I am NOT using 1.5x public beta, just a regular 1.50. I am posting here because I think this issue was not addressed in latest public betas, and I'd rather post here than on main board for reasons of clarity.

Land units, if cought in non base hex, refuse to die, even when faced with overwhelming odds. I noticed this in couple games. I surround enemy unit, get huge odds of like 12:1, enemy unit has nowehere to retreat, but it won't die.

Screenshot below. I am Japanese in this game. I attack the Allied unit turn after turn, they won't die. They got nowehere to go, but they won't surrender or die.

Here's the latest combat report:

Ground combat at 40,61

Japanese Deliberate attack

Attacking force 21529 troops, 173 guns, 14 vehicles

Defending force 1866 troops, 14 guns, 0 vehicles

Japanese assault odds: 8 to 1


Japanese ground losses:
67 casualties reported
Guns lost 1

Allied ground losses:
56 casualties reported
Guns lost 4

Savefile available upon request.

O.







_____________________________

THE FIRST DAY OF YOUR DIET IS THE HARDEST
THE SECOND DAY IS EASY CAUSE YOU QUIT

(in reply to Oleg Mastruko)
Post #: 16
RE: Unkillable LCUs. - 7/15/2005 7:25:34 AM   
CapAndGown


Posts: 3206
Joined: 3/6/2001
From: Virginia, USA
Status: offline
I had the same thing happen in my game against Grotius. See page 4 of Atlantic 10 championship AAR. I finally gave up, reloaded my troops and sent them off for other operations.

In thinking about it, I guess it doesn't matter since I don't think they can move anywhere since they can't trace a valid supply path. At least I hope they can't move.

(in reply to Captain Ed)
Post #: 17
RE: Unkillable LCUs. - 8/29/2005 12:29:50 PM   
JP

 

Posts: 12
Joined: 11/15/2000
From: France
Status: offline
I always have the problem in another place in China but with 40 000 chinese soldiers surrounded by the japanese forces.
What can I do ? Can I modify directly the save file ?

Is this problem will be corrected in the next patch ?

_____________________________

Si vis pacem, para bellum.

(in reply to Oleg Mastruko)
Post #: 18
RE: Unkillable LCUs. - 11/1/2005 6:22:46 PM   
JP

 

Posts: 12
Joined: 11/15/2000
From: France
Status: offline
Is the unkillable LCU bug corrected with the latest beta patchs ?

_____________________________

Si vis pacem, para bellum.

(in reply to Oleg Mastruko)
Post #: 19
RE: Unkillable LCUs. - 11/2/2005 1:08:28 AM   
Halsey

 

Posts: 5069
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It's not a bug.
Units that don't have a retreat path take a lot longer to dispose of.

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Post #: 20
RE: Unkillable LCUs. - 11/2/2005 3:03:56 AM   
irishman


Posts: 256
Joined: 6/13/2004
From: Emerald Isle
Status: offline
I've had the same problem. Surrounded Chinese units will keep fighting even with huge odds against them. But eventually they will give up though it might take a week or two! IMHO this is not a bug, it's pretty realistic!

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Post #: 21
RE: Unkillable LCUs. - 11/2/2005 12:29:16 PM   
Arkady


Posts: 1262
Joined: 5/31/2002
From: 27th Penal Battalion
Status: offline
Same problem here with 1.73 Beta patch

check this thread - http://www.matrixgames.com/forums/tm.asp?m=978719#

They have no retreat path, 8:1 odds and no surrender at all

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Post #: 22
RE: Unkillable LCUs. - 11/2/2005 4:40:20 PM   
JP

 

Posts: 12
Joined: 11/15/2000
From: France
Status: offline
quote:

ORIGINAL: Halsey

It's not a bug.
Units that don't have a retreat path take a lot longer to dispose of.


Sure ?

Because I sent a save file to Mr Frag sometimes ago (as we considered this problem as a bug) but I have no news since this day.

_____________________________

Si vis pacem, para bellum.

(in reply to Halsey)
Post #: 23
RE: Unkillable LCUs. - 11/2/2005 11:56:09 PM   
Halsey

 

Posts: 5069
Joined: 2/7/2004
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They will die.
Just stay at it.

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Post #: 24
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