EwaldvonKleist -> Game Mechanics Questions (9/16/2016 5:09:40 PM)
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Hello, any help concerning the list of questions coming up when reading the manual is welcome. Once a question is answered, I will edit it in the first post to help other newbies like me. I numbered the questions, please keep this scheme for better structure. The pages in the list referring to the manual section are for the WITE Manual US-Letter version. (Nr. 1\Page 81\Support unit classes): The support unit level setting determines the number of support units of each category. Which categories do exist? -Machinge gun (MG) -Rocket (Rckt) -Construction (Const) -Engineer (Eng) -Self propelled gun (SGP) -Anti aircraft (AA) -Anti Tank (AT) -Artillery (Art) -Cavalry (Cav), Rumania only? -Infantry (Inf), Italy only? -Armored (Arm) So the number of different types should be around 7-10, depending on the nation and what is counted together (maybe rocket&artillery and armored&SPG are considered to be the same?) (Nr. 2\Page 81\Unit TOE): TOE is displayed as A/B MAX C. Than, A > B is impossible, right (this is the simple description of a question difficult to explain). Yes (Nr. 3\Page ?\HQ and Air C. morale): Which influence has he morale of ground and air unit headquarters? (Nr.4\Page 101&230\Artillery&CV): CV multiplier of artillery is 0. Therefore the only influence this weapon has on the outcome of the battle is the damage it does, but it is not included in the final CV calculations? (Nr. 5\Page 101&230\CV): Does a late war Panther contribute more to the CV calculation than an early war T-34? According to my understanding of the CV weighting factors the answer is "no", because they are of the same class and both have the multiplier 9. They count equal, but will cause different damage in the battle phase prior to the final CV calculation. (Nr. 6\Page 115\Support squads): I am aware of the difference among support squads and support units. This question concerns support squads! -6A: which job do support squads have (repair damaged elements?) -6B: it is said that HQ units provide exceed support squads. How is the support squad need of a HQ determined? -6C: the "HQ helps combat units with exceed support squads" process takes place during the phasing players logistic phase, but not during the action phase? Therefore, having the combat unit within HQ range gives no advantage support squad wise, is this true(I know it still matters for leader checks and support units)? (Nr. 7\Page ?\Morale): Beside changes by combat, there are many ways the morale can be changed. Am I right that the morale will always return to the NM without other influences? So a 90Mrl. unit will return to 75Mrl. if sitting somewhere behind the front doing nothing? Yes, they decay to their standard morale level. (Nr. 8\Page ?\Attrition): Combat attrition only applies to units adjacent to enemy combat units. Will this strategy work: During mud, no high defensive CV is needed. Therefore leave only small units on the front. The enemy attrition will not change (because the only condition is the existence of an enemy unit next to his own, not its strength), but my units moved behind the lines will not take losses at all? Most likely, the answer is YES (Nr. 9\Page ?\Attrition): I know about the low intense combat attrition, but is there attrition too for units behind the frontline beside the first winter blizzard attrition for the axis? (Nr. 10\Page ?\Axis ally TOE): Will this strategy work: Reduce the TOE of axis allies armament heavy TOE units to put the equipment into german units, because they more or less share a common pool? (I haven't yet come to the industry mechanics pages). (Nr. 11\Page ?\City Flak TOE): Is there anything that advocates against reducing the city AA gun units TOEs to 20% to free the resources? Not really. (Nr. 12\Page ?\TOE reduction): Is it correct that elements above 1.25 times the MAX TOE setting slowly return to the pool? Is this the case for the whole unit or every single item? (Example: MAX TOE 50%, Single items in unit: 45% men, 100% tanks. Will men be added and tanks given away or both given away until the unit reaches the "not more then 1.25 times MAX TOE setting as a whole?). (Nr. 13\Page ?\Fighter Bomber Change): Any switch between the roles causes an experience loss, right? How much? But no morale loss? (Nr. 14\Page 156\Forts and CV): Are only completed fort levels taken into account when calculating the modifier? So lvl. 2+10%=2+90% for the CV calculation? Yes, since 1.08.00 (Nr. 15\Page 156\Forts and decay): Levels 4&5 remain forever, even when the hex is not occupied? But lvl. 3+98% will decay? (Nr. 16\Page 156\Forts&Pioneers): Is the reduction of the fort level direct proportional in the mathematical meaning to the pioneer/engineer value, if no other effect reduces it (like artillery fire or other rules I do not yet know?). In my tests it often was: Engineer level=percentage of fort reduction. Yes, it is proportional. (Nr. 17\Page ?\Hasty attacks and reserves): Can offensive reserves be committed to hasty attacks? (Nr. 18\Page 157\Command battle modifier): On page 157 of the US LETTER manual, a command battle modifier is mentioned. What does this mean/how is this modifier calculated? (Nr. 19\Page ?\Max CV): If you ignore the unit density/ZOC thing, but only want to maximize CV, it is better to keep few 100% TOE units instead of many 50% TOE units, also taking into account shater/unready/rout rules, isn't so? Yes (Nr. 20\Page ?\HQ TOE reduction): Are there some magic numbers for the HQ TOE? Like "no effect until 95%, but below this checks will fail or repair rate drop significantly)? Thx for the help!
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