support/need (Full Version)

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Marvin Pontiac -> support/need (7/15/2013 2:08:35 AM)

Hi just bought this today; It seems really cool! I'm just doing the tutorial and it's well past my bedtime, and I have 2 questions. Basically:

1. Is there any way to influence the 'support/need' values?
2. For HQ's it says for example 'support/need = 320/0', what does that mean, what do the 320 do?

The reason I'm asking is because looking at unit details of some of my combat-units the 'support/need' value seems to be the only one to indicate that it is below what is optimum? So my obvious train of thought is: How do I get it closer to optimum?

By the way I think I understand the difference between support-squads (what this refers to) and support-units (in case you wanted to get into that, I don't think that's my problem).

Really cool game, a piece of art thus far.

Marvin




fbs -> RE: support/need (7/15/2013 2:55:41 AM)

Hello, Marvin,

Support/need = 320/0 means that HQ has 320 support squads, and needs 0 for itself; therefore it can lend the excess 320 to its subordinate units. By the way, each support squad requires a vehicle - so the number of vehicles required by the HQ unit is the same as the number of support squads it has.

On your turn 1 your combat units will have something like Support/need = 400/300, so it needs 400 support squads, and has 300 in its TOE, so it needs 100 from the HQ. Assuming the HQ is in range, it has enough vehicles, and its leader passes a check, it will send 100 support squads to this combat unit, so on turn 2 the combat unit will show Support/need = 400/400. There is a button in the combat unit that tells where the 400 support squads came from (that is, 300 from itself, and 100 from the HQ).

If your combat unit does not have enough support squads, it will take penalties.

There's really no way to control how many support squads you have in your combat units and HQ, other than letting them rest and refit to reach their TOE; you can control how many support squads are lent by the HQ to the combat units by keeping the HQ close by the combat unit and having a good leader in it, and not having too many combat units assigned to one HQ.


ps: corrections welcome, if I got things wrong. That's how I understand it works.




Marvin Pontiac -> RE: support/need (7/15/2013 12:45:36 PM)

Hi fbs,

Thanks for your reply. I think I understand now why the combat-units are low on support: Looking at TOE for the units and the HQ's up the chain, I see that all of them are below 100. The highest HQ has TOE of 50 and the Army-HQ right above the combat-unit I'm talking about has something like 52 TOE. If I click on the TOE value for, for example, the Army HQ (3rd Shock Army) then I see one 'equipment-type' listed namely 'support' and this is only at about 50% of what it should be. So, in short, all my units and HQ's are severely under-equiped.

I checked and they seem to start like that at the start of the tutorial (low morale ~50% and low TOE ~50%) this must be some 'historical' given about sovjet units in the period the tutorial takes place in.
I'm going to read more in the manual about how units (if possible) get re-equipped so the TOE number goes up (if possible). Just resting them for several turns didn't seem to do anything. So maybe it's that you just have to deal with under-equiped untis because this was the case historically. (Probably obvious but I don't know much/anything about WW II).

I have to do work now instead of this game [:(]




morvael -> RE: support/need (7/15/2013 12:49:28 PM)

Yes, that's how the Soviet units are built. Most of them have less intrisinc support than they require. German units, on the other hand, usually have more support than they need, so excess support squads are freed from them and the manpower can be used in other elements.

Please check my TOE overview, in the last column you will find support% contained by various units:
http://www.matrixgames.com/forums/tm.asp?m=3243486




Marvin Pontiac -> RE: support/need (7/15/2013 6:12:27 PM)

Thanks morvael!




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