Rules changes (Full Version)

All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series



Message


Ridgeway -> Rules changes (1/16/2016 1:51:25 PM)

I have just gotten back into playing and have noticed a couple of things that I wanted to make sure were WAD in 1.08.07.

1) It looks like any unit with morale over 80 can move into enemy-controlled hexes with only a +1 MP charge. I thought this threshold used to be over 85 MOR. Is this correct?

2) I had seen in the patch notes the changes about how when air-supplying fuel, one needs an AB in the target hex to avoid the fuel loss penalties. However, there does seem to be a MP penalty to the receiving unit. This would make sense, but I do not recall seeing it in the notes anywhere. (Granted, there are a lot of notes [8D])




sillyflower -> RE: Rules changes (1/16/2016 4:00:20 PM)

they are both intended changes




heliodorus04 -> RE: Rules changes (1/16/2016 11:37:36 PM)

The movement of airbases is not problematic to supply.
It is territory that you did not control at the start of the turn which causes airdrop to be inefficient. As long as you are dropping supply on (or adjacent) to an air base in territory that you controlled at the start of the turn, your efficiency will be normal. If you're flying into newly gained territory, you will always lose a lot of supply (i.e., almost unwarranted).




Sorta -> RE: Rules changes (1/17/2016 6:02:41 PM)

Is there an updated manual available to download? I looked on my disc and latest i have is 2013.

Thanks




Ridgeway -> RE: Rules changes (1/17/2016 6:21:01 PM)


quote:

ORIGINAL: heliodorus04

The movement of airbases is not problematic to supply.
It is territory that you did not control at the start of the turn which causes airdrop to be inefficient. As long as you are dropping supply on (or adjacent) to an air base in territory that you controlled at the start of the turn, your efficiency will be normal. If you're flying into newly gained territory, you will always lose a lot of supply (i.e., almost unwarranted).


I was getting at something slightly different. It used to be that you could drop gas on a unit at the beginning of the turn, and it would have no impact on MPs for that turn. There would, however, be extra gas left over at the end of the turn.

Now, if you do the same thing, the unit immediately loses 6 or so MPs.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1