ColinWright -> RE: Two Questions (10/23/2007 8:22:22 PM)
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ORIGINAL: rhinobones quote:
ORIGINAL: ColinWright A unit with too high proficiency will not break off its attack. At any rate, it will prove reluctant to. Unless the number of rounds an attack can use is severely limited in the editor when the scenario is written, using such a unit can end your turn right away. The problem starts to show up around 85% proficiency. . . . I have heard about this effect, but this is the first quantitative description I have read about the impact induced. So, if I make a TOAW attack composed of 20 units with 50% proficiency and one unit of 90% proficiency . . . there is a good probability that there will be undesirable “turn burn” due to the high proficiency of the one highly rated unit. Also, as a result, there is a good chance that there will be an early ending turn. Hmmmm, if so, would it be better that I make all units equally proficient and set the RPC to (rounds per combat, or whatever it is called) 3 or 5?. Regards, RhinoBones I don't see it as a matter of needing to make all proficiencies the same. It's more just a matter of taking about 80% proficiency as a cap -- and while we're on the subject, make any such units 'veteran,' as inexperienced units are likely to take a big jump in proficiency with thier first combat. In this connection, it's not really SS Leibstandarte that's the killer. You know that's likely to be too high, and will check it. It's that anonymous infantry division that started the game as 75% proficiency/inexperienced and became a 92% tiger its first time out. This happened to me in Jeremy's Fall Grau. I'm the Germans, and all of a sudden, I start getting these one-round turns. What the fu____? I look through my stacks, and sure enough -- there was this 92% tiger. It's off to defensive duty with you, my laddie...problem solved.
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