Rail repair chances (Full Version)

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clark_x_zhang -> Rail repair chances (12/24/2013 6:55:34 AM)

Hi,
Can someone explain to me how rail repair chances? When you split up a rail repair unit, you get units with lower ability. How does the lower ability translate into chances of successfully repairing rail in a hex?

Thanks for your help,
Clark




Oberst_Klink -> RE: Rail repair chances (12/24/2013 3:00:53 PM)


quote:

ORIGINAL: clark_x_zhang

Hi,
Can someone explain to me how rail repair chances? When you split up a rail repair unit, you get units with lower ability. How does the lower ability translate into chances of successfully repairing rail in a hex?

Thanks for your help,
Clark

The changes or the percetnage/probabilty is halved, etc. Also see this post:

http://www.matrixgames.com/forums/tm.asp?m=3505016#

Klink, Oberst




ogar -> RE: Rail repair chances (12/27/2013 4:35:10 PM)

RR repair, like a lot of 'special' abilities, is scenario dependent - what works well in one scenario does not always work in another scenario.  FWIW, I have found stacking a HQ unit with the RR unit seems to make repair more likely. (The best HQ is the RR's unit own formation HQ, but any cooperating HQ seems to help.)
Also, I've found terrain matters, so if your damaged RR is in a swampy or hilly terrain, I think that reduces the chance of success in repairing.  And supply and readiness matter, of course.  Even if you have a unit with 81% RR repair ability, if it also has 43% readiness and 66% supply, then the chance of repair is a lot less than that 0.81.

Of course, one RR repair item is almost guaranteed.  If you absolutely, positively need one specific damaged RR hex repaired for _this_ turn - it won't happen.  I do not know how TOAW discerns this, but it does.  The next turn, after the big attack fails, well, sure _then_ the RR is repaired....

HTH




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