A Patch Recommendation (Full Version)

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BK6583 -> A Patch Recommendation (1/7/2017 9:37:21 PM)

The way the AI uses German construction units for rail repair (conversion) is starting to drive me nuts. I'll admit up front that I'm still a newbie even after months of play. I thought I understood the rules to mean that if I placed a HQ unit with construction units on a rail head that it would then continue to place them going FORWARD on unconverted rail lines. Instead, I find construction units scattered all over the place converting rail lines in my REAR areas while I need those units converting rail line FPRWARD to my front line. I would REALLY like some semblance of control over these construction units - not to necessarily move them every turn but to certainly PLACE them where they are most needed in close proximity to the HQ to which they are attached.




GeneralfeldmarschallWalterModel -> RE: A Patch Recommendation (1/7/2017 10:29:15 PM)

From what I have read you have to put 5-10 construction units in OKA AGN AGC AND AGS.

Then move them past your railheads 10+ hexes




sillyflower -> RE: A Patch Recommendation (1/8/2017 1:42:21 PM)

HQs with construction units need to be on converted rail lines for the construction units to do their job. Best place for the German ones is OKH




Sardaukar -> RE: A Patch Recommendation (1/8/2017 4:01:15 PM)


quote:

ORIGINAL: sillyflower

HQs with construction units need to be on converted rail lines for the construction units to do their job. Best place for the German ones is OKH


How about Russian ones? STAVKA?




TAIL_GUNNER -> RE: A Patch Recommendation (1/8/2017 8:20:13 PM)

There is kind of a way to gain control of your rail-repair units. There is a new multi-mode feature in the editor which basically lets you spit out support units from the HQ and they become controllable on-map units. I did a simple test where I made all Axis construction SUs enabled with this feature and tested it. The good news is it does indeed work, but only if near a functioning rail head and you must pop them out before the HQ moves. The bad news is that in the next turn, the construction SUs have MPs of zero and must be returned to the HQ. Then the next turn, you can pop them out onto the map again. So it seems you lose a turn where the SUs could be working, but maybe this is the way it works normally. I'm on the fence if it is worth the trouble, it seems a lot more micro-managing.




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