RE: Supply (Full Version)

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siRkid -> RE: Supply (12/8/2009 1:58:18 AM)


quote:

ORIGINAL: dlazov66

I am guessing the first number is the combat strength and the second the movement factors?


Correct




PyleDriver -> RE: Supply (12/8/2009 2:53:05 AM)

If you look at the "5 zoom level" post I explained it there...




Joshuatree -> RE: Supply (12/8/2009 12:55:04 PM)

Good question, if the retreat hex is randomly chosen than there's not much to be chosen... but if the retreat hex is the opposite hex from the mainattack force then you can sort of get the enemy unit into a hex you prefer.

quote:

ORIGINAL: Joe 98


quote:

ORIGINAL: Sabre21

This attack forced the GD to retreat 1 hex......




Why did it retreat to that hex and not another hex?

Or: are there Retreat Priorities?

-






Joel Billings -> RE: Supply (12/8/2009 4:17:32 PM)

Retreat priorities (and some other info):

Defending units that have not shattered or routed, will then attempt to retreat to a friendly controlled hex using the following priorities. Retreating units will tend to retreat to hexes not adjacent to enemy units. They will try to avoid retreating into a stack that already has 3 friendly units, but if they do, they must continue to retreat and take additional retreat attrition losses for each additional hex that they retreat through. Retreating units tend to retreat to hexes that cost fewer MPs to reach, have rail, have forts and have fewer friendly combat units. Retreating over an unfrozen Minor river causes double retreat attrition, while retreating over an unfrozen Major river causes triple retreat attrition. At the conclusion of the retreat, the retreating unit suffers retreat attrition once for each adjacent hex that contains an enemy unit.




Joshuatree -> RE: Supply (12/8/2009 7:57:32 PM)

Thx for the answer, that does sound like everyting has been covered.
I do however have another question if you don't mind, and I don't know if this has been asked before or not. Can you set the losses at which your unit will retreat from combat? (within certain parameters that is, a low morale unit will not fight till the last man). So for instance a high value high morale unit can be set to stand and fight till the last man standing (or ofcourse till morale breaks and they route), or retreat when the unit is at ... say, 25% loss. You would for example set an unit in a town that has to be defended at 100%, but an unit in the endless steppes at 25% loss before retreat.




siRkid -> RE: Supply (12/9/2009 10:09:48 AM)


quote:

ORIGINAL: Joshuatree

Thx for the answer, that does sound like everyting has been covered.
I do however have another question if you don't mind, and I don't know if this has been asked before or not. Can you set the losses at which your unit will retreat from combat? (within certain parameters that is, a low morale unit will not fight till the last man). So for instance a high value high morale unit can be set to stand and fight till the last man standing (or ofcourse till morale breaks and they route), or retreat when the unit is at ... say, 25% loss. You would for example set an unit in a town that has to be defended at 100%, but an unit in the endless steppes at 25% loss before retreat.


No not in the game.




Skanvak -> RE: Supply (12/9/2009 8:05:53 PM)

quote:

Is it possible to move the control buttons, which are now located on top of your screen, to the right hand side of your screen? I ask this because my 24" monitor has more space in the width than in the height, if you get my point.


If right side is taken, may be we can move them to left side? I think that this poster is right, Button on top for wide screen is not optimal as we need more hight for the map than width...




freeboy -> RE: Supply (12/10/2009 3:39:12 AM)

how much affect do leaders of units.. or some generic leadership rating of sides, affect combat?




siRkid -> RE: Supply (12/10/2009 9:25:20 AM)

The rules section is very detailed about leaders but this is it in a nutshell. Leaders have several ratings that directly affect the outcome of a battle. They make an admin roll to see if they interject in the combat. If a lower HQ fails an admin roll, the next higher HQ tries and then the next. Leaders can be promoted by the AI or killed during battle. You can use admin points to move them around.

[image]local://upfiles/5534/1A605DF688CC4F92822E49987693FCF9.jpg[/image]




Captain -> RE: Supply (12/10/2009 2:31:46 PM)


quote:

ORIGINAL: Kid

The rules section is very detailed about leaders but this is it in a nutshell. Leaders have several ratings that directly affect the outcome of a battle. They make an admin roll to see if they interject in the combat. If a lower HQ fails an admin roll, the next higher HQ tries and then the next. Leaders can be promoted by the AI or killed during battle. You can use admin points to move them around.

[image]local://upfiles/5534/1A605DF688CC4F92822E49987693FCF9.jpg[/image]


that raises an interesting issue. As we all know, Guderian and many other german officers were dismissed in December 41 and many other competent officers were dismissed by Hitler during the war. Is this addressed some way?




Helpless -> RE: Supply (12/10/2009 3:18:16 PM)

quote:

that raises an interesting issue. As we all know, Guderian and many other german officers were dismissed in December 41 and many other competent officers were dismissed by Hitler during the war. Is this addressed some way?


yes, leader can be dismissed due to lost battles.




ComradeP -> RE: Supply (12/14/2009 7:23:56 PM)

Can those leader statistics improve or decrease?




Joel Billings -> RE: Supply (12/14/2009 7:35:39 PM)

Not yet, but it's on the task list to do prior to release.




Kwik E Mart -> RE: Supply (12/15/2009 8:41:11 PM)

Great looking game! Can moving units overrun defending units?




elmo3 -> RE: Supply (12/15/2009 8:59:38 PM)

There is no overrun rule at this point but units with enough movement points can make multiple attacks in one turn.




Joel Billings -> RE: Supply (12/15/2009 9:07:29 PM)

There is hasty and normal (prepared) attack, with Hasty limited to only units from one hex being allowed to participate in the attack and it uses a lot less MPs. Good for when you have a tremendous odds advantage.




MengCiao -> RE: Supply (12/16/2009 2:58:00 PM)


quote:

ORIGINAL: Joel Billings

Not yet, but it's on the task list to do prior to release.


That's very cool (ie that leaders are going to change over time). It also suggests that
the game is following the Glantz-House reading of the overall dynamic of the fighting:
ie that the Soviets always had the basic firepower and numbers to do some serious
damage, but that their organization and command structures had to change and
vastly improve before they could really get rolling.

While the German command structures started at such a good level overall that
they could only decline overall if they changed at all.




critter -> RE: Drive on Minsk (12/18/2009 12:54:58 PM)


quote:

ORIGINAL: Kid

My latest turn one drive on Minsk.[:D]

[image]local://upfiles/5534/85BA8C8BAE994E0BB541039D96A9E9B8.jpg[/image]


Is this a H2H game or against the AI?.. Seems the Russian's are pretty bunched up.
How is the German AI? It would be nice to be able to play the Russians in an East front game
Got to admit I wanna get a look at this one......




siRkid -> RE: Drive on Minsk (12/18/2009 6:42:56 PM)

It's the first turn of a PBEM game. The units start the game in their historical positions. Most of the units you see on the map have been attacked and routed.




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