governato -> RE: Question about entrenchment gain and remaining movement points (1/9/2016 4:41:34 AM)
|
I checked some tests I made some time ago for scenario design purposes. -the entrenchment rate set the speed at which units increase the entrenchment level on an hex (which, in turn sets how fast units will go in D,E and F mode) I find that the default is a little high for weekly turns/corps level units/10+km hex (So I set it to 20-30) but I am sure this can change with the scale. - the more infantry squads you have, the faster one unit increase the entrenchment level of an hex. Having infantry or engineers does not change how fast the entrenchment level of an hex changes. Also, 10, 100 or 1000 infantry squads will go into D,E or F state at roughly the same speed. - the Engineering rate and the number of engineers in them set how fast units will go into D,E and F states. For the above scenario scale I set the ER to 130. - Note that one can create units with low combat power, but with engineering capabilities, to simulate non fighting engineers/workers/hiwis. I cal them `construction squads'. - Low supply affects engineering capabilities, so a unit in low supply will go into D, E and F mode slower than one that is fully supplied. Hope this helps!
|
|
|
|