Refit off - how this is supposed to work? (Full Version)

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von altair -> Refit off - how this is supposed to work? (12/8/2011 2:08:14 PM)

Just started a new game with 1.05.45.

I usually disband those RHG Command units. This time I decided to just click
Refit off, so those replacements goes to more important units.

Turn 1: 102nd RHG Command 9500 men -> REFIT OFF
Turn 2: 102nd RHG Command 12680 men ??

Is this a bug, or how that refit off function is supposed to work?

Can anyone please confirm, what is point of these HQ units anyway? What purpose
they serve? Sec. units has to be scattered all over map between cities anyway, those
HQ:s can't cover them, but just one. Do they have some "secret" affecting range or
any other bonus they give?




Blubel -> RE: Refit off - how this is supposed to work? (12/8/2011 4:36:16 PM)

If you did not lock their support unit setting, too, then the automated support allocation sends them 3 support units of each type. These are then shown as being "men" of the HQ.

In game terms they are useless.




gingerbread -> RE: Refit off - how this is supposed to work? (12/8/2011 4:41:20 PM)

I would not let you anywhere near any machinery of mine - do you usually press buttons without first checking e.g. in the manual what the effect will be?

Those buttons regulate refit mode for units attached to the HQ.




JAMiAM -> RE: Refit off - how this is supposed to work? (12/8/2011 4:43:43 PM)


quote:

ORIGINAL: von altair

Just started a new game with 1.05.45.

I usually disband those RHG Command units. This time I decided to just click
Refit off, so those replacements goes to more important units.

Turn 1: 102nd RHG Command 9500 men -> REFIT OFF
Turn 2: 102nd RHG Command 12680 men ??

Is this a bug, or how that refit off function is supposed to work?


A few things here to note. First, the refit function merely prioritizes replacements to units that are set to Refit On. That is, units with Refit On will get more of the available replacements than units with Refit Off. Secondly, HQs and SUs are always counted as having Refit On. Third, since the 100% TOE level of the RHG HQs is 10000, the turn two numbers that you reference likely include some SU units that ended up auto-attaching to the HQ during you first turn's logistics phase (at the end of Soviet turn one).

Not likely a bug.


quote:

ORIGINAL: von altair

Can anyone please confirm, what is point of these HQ units anyway? What purpose
they serve? Sec. units has to be scattered all over map between cities anyway, those
HQ:s can't cover them, but just one. Do they have some "secret" affecting range or
any other bonus they give?

Honestly, they are "tits on bull" useless. Only Sec units can be attached to them. Though the AI auto-attachment of SUs seems to override the intended (this should be considered a bug, IMO) restriction of these units from having any SUs attached to them, the player cannot manually attach any to them. The limited command radius, and nature of the rear area partisan war, as implemented in the game, merely makes these units a drain of personnel, and eaters of supply. Mine are usually disbanded no later than turn 2 in my games.

On that note, it's too bad that you simply can't get rid of some of those other complete wastes of counter space (the Slovakian High Command HQ, for example) since they are set to withdraw at a later date. At least, the Slovakian Air Command and airbases have been 'fixed' since release and now withdraw, instead of staying on the map forever...[;)]




JAMiAM -> RE: Refit off - how this is supposed to work? (12/8/2011 4:45:13 PM)


quote:

ORIGINAL: gingerbread

I would not let you anywhere near any machinery of mine - do you usually press buttons without first checking e.g. in the manual what the effect will be?

Hey? What does this big, red button do?[:D]




von altair -> RE: Refit off - how this is supposed to work? (12/8/2011 5:16:54 PM)


quote:

ORIGINAL: JAMiAM
Secondly, HQs and SUs are always counted as having Refit On. Third, since the 100% TOE level of the RHG HQs is 10000, the turn two numbers that you reference likely include some SU units that ended up auto-attaching to the HQ during you first turn's logistics phase (at the end of Soviet turn one).


Thanks mate, this explains it all.

quote:

ORIGINAL: gingerbread
I would not let you anywhere near any machinery of mine - do you usually press buttons without first checking e.g. in the manual what the effect will be?


Dude, with your attitude, I would sabotage every machine you own - and more.




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