RE: Unit Readiness Recovery? (Full Version)

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larryfulkerson -> RE: Unit Readiness Recovery? (11/30/2017 9:31:57 AM)

The supply level looks just about normal and adequate at game start.

[image]local://upfiles/16287/E4118DCADAD44E988408118372E45BCA.jpg[/image]




larryfulkerson -> RE: Unit Readiness Recovery? (11/30/2017 9:37:02 AM)

I found a unit that starts the game out of supply but his readings are in the green so I'm going to attack with him
anyway. He's going to help open an LOC for himself.

[image]local://upfiles/16287/BFAA881BDE2243BD8C6EFDC7FB21C7E6.jpg[/image]




Oberst_Klink -> RE: Unit Readiness Recovery? (11/30/2017 9:46:27 AM)


quote:

ORIGINAL: gbaby

Still does not look like a problem to me. Your units are only going to get 10 supply per turn, as you stated they are getting.

Now I might be so wrong on this, not knowing the behind the covers of TOAW IV, but in previous versions you would get only 50% supplies as your seeing.

However, with the new extended supply rules, I believe this has been changed to 100% supplies received. Now I "assumed" that meant enabling the new supply rules for extended supply and this would take effect, regardless whether the scenario is using extended supply or not, so even set to 0 (as previous version scenarios would have by default), no extended supply, but you get 100% supply due to having extended supply option enabled.

Of course, I could be completely wrong, which is normal for me. But if it is correct, and you do not have extended supply enabled, you will see what you are getting, 10 per turn (50% of values shown).

On the other hand, I just might be making a fool of myself, again.

You meant this as well -

Limit removed on Unit Supply Recovery per Turn: Increased from 50 to 150. So, if the location is lush enough, a fully depleted unit can recover full supply in a single turn.

As for readiness, and Meyer1 already mentioned it - Readiness only increases when the supply stock of a unit is higher than 33 (remember, readiness never goes below 33%). That seems to be the crux of the matter.

Klink, Oberst




larryfulkerson -> RE: Unit Readiness Recovery? (11/30/2017 10:58:40 AM)

Okay, on turn two we're starting to get into the single digits of supply.

[image]local://upfiles/16287/D473166EC5494BE9B40E032C308A740D.jpg[/image]




Lobster -> RE: Unit Readiness Recovery? (11/30/2017 1:09:45 PM)

Given the state of North Korea it's not surprising they run out of supply quickly. You can fudge with the scenario to make it play to your specifications but then it may no longer be realistic in real world terms but rather a 'what if North Korea weren't isolated?' scenario. They would most certainly run out of their own food quickly. But I think the scenario designer should give a limited time high value supply hes in Seoul upon capture. Or do they? Perhaps more limited time supply hexes at various other places in South Korea as the NK moves through the richer south and loots, as they most certainly will.




gbaby -> RE: Unit Readiness Recovery? (11/30/2017 1:22:03 PM)

quote:

ORIGINAL: Oberst_Klink

You meant this as well -

Limit removed on Unit Supply Recovery per Turn: Increased from 50 to 150. So, if the location is lush enough, a fully depleted unit can recover full supply in a single turn.

As for readiness, and Meyer1 already mentioned it - Readiness only increases when the supply stock of a unit is higher than 33 (remember, readiness never goes below 33%). That seems to be the crux of the matter.

Klink, Oberst


Thanks Oberst_Klink. Sometimes the supply rules just boggle the mind, though play wise, they work in a way that is logical.

But this situation SeriousCatNZ is describing is really bizaar. Almost as if the scenario was designed to cut off North supply, but not reflected via supply displays. How the units all lose supply/readiness and stay that way is unusual, but I see others are doing play throughs to see if it can be duplicated. Hopefully something will emerge.

I watch and learn.




larryfulkerson -> RE: Unit Readiness Recovery? (11/30/2017 4:09:55 PM)

Here's the supply situation at the start of turn three. It's not a whole lot better than last turn. On the east side
it's not high enough for operations. On the west side supply is ample. A lot of my units have been doing three-dot
attacks and now they're tired and need a rest and refit. Losses have been, actually I haven't had a look at the losses
yet. I'll check that out.

[image]local://upfiles/16287/9C1ED6FCDDDD4BE5838CEE61648A2634.jpg[/image]




larryfulkerson -> RE: Unit Readiness Recovery? (11/30/2017 4:49:00 PM)

Here's T4 and the supply is almost nil in South Korea but the rails are bringing supply to the capital of South Korea
already. The units are tired and worn out but I can rotate the tired ones for fresh ones if I can just find some
fresh ones.

[image]local://upfiles/16287/00C2220BDC084957BD618BA675C63F6A.jpg[/image]




larryfulkerson -> RE: Unit Readiness Recovery? (11/30/2017 5:37:07 PM)

Here's T5 and as you can see there's starting to be some supply, very little, but some, down near Teagu in South Korea.
I've driven further into South Korea and the supply situation is abysmal.

[image]local://upfiles/16287/18A6A2F8E86A487985029764BF42B266.jpg[/image]




Primarchx -> RE: Unit Readiness Recovery? (11/30/2017 5:57:10 PM)

I know supply is the primary influence on readiness but absorbing replacements can decrease readiness as well, correct?




larryfulkerson -> RE: Unit Readiness Recovery? (11/30/2017 6:45:49 PM)

quote:

ORIGINAL: Primarchx
I know supply is the primary influence on readiness but absorbing replacements can decrease readiness as well, correct?

Yes, indeed it can. The veterans have a running average that is decreased by the unready troops that haven't seen the
elephant yet and have a lower proficiency than the veterans. So the running average is depressed slightly.

And here's the T6 supply situation and it's okay at Soeul but down at Pusan there's hardly any. There's a broken bridge
somewhere that I need fix and of course the railroads leading south. I've found ONE RR engineer unit that so far Elmer
hasn't been bombarding. If Elmer could destroy the RR engineers unit then no rail would ever get repaired and the UN
would have an easier time recovering from the push-back it suffered recently.

[image]local://upfiles/16287/8AD0C57354804933972862CAD2CD9B33.jpg[/image]




Lobster -> RE: Unit Readiness Recovery? (11/30/2017 7:31:48 PM)

It's always a good idea to get a general knowledge of what's going on in a scenario if something seems off. Do they even have railroad repair units? Do they even plan to be at war long enough for them to repair anything? Before making assumptions of what is right or wrong about a scenario the real world facts need to be had. Some are here: http://www.abovetopsecret.com/forum/thread165380/pg1




Oberst_Klink -> RE: Unit Readiness Recovery? (11/30/2017 7:41:11 PM)

Onkel Larry just showed what caused the Commies to bugger off after ole Mac landed in Inchon... no bullets, no beans... and the same is going to happen for the poor grunts/leathernecks at pork chop hill - if you overextend your supply lines you are... well, fiddlestick'd.

Klink, Oberst




larryfulkerson -> RE: Unit Readiness Recovery? (11/30/2017 7:49:32 PM)

Here's the supply situation in T8. I repaired the broken bridge near Soeul and the supply levels have risen a tiny bit.
Everything is normal I think.

[image]local://upfiles/16287/C43C06F1097E48F28180DB35AAD29927.jpg[/image]




SeriousCatNZ -> RE: Unit Readiness Recovery? (12/3/2017 1:24:01 AM)

So what you're saying is that the supply situation in the scenario is hardwired to make the initial North Korean push to Pusan impossible?




SeriousCatNZ -> RE: Unit Readiness Recovery? (12/3/2017 1:24:41 AM)


quote:

ORIGINAL: larryfulkerson

The supply level looks just about normal and adequate at game start.

[image]local://upfiles/16287/E4118DCADAD44E988408118372E45BCA.jpg[/image]


Your graphics look different to mine. Are you using the classic graphics pack from the installation directory?




JapLance -> RE: Unit Readiness Recovery? (12/3/2017 6:47:19 AM)

quote:

ORIGINAL: larryfulkerson

The railroad destruction chance is 100% so everytime you step on an enemy rail you break it and the auto rail
repair chance is 1%
which means it isn't going to happen, don't count on it.

[image]local://upfiles/16287/5637C47CC40C47F99600B260FC34EFD0.jpg[/image]


I think that this means that 1 hex of railroad is going to get automatically repaired per turn, not a 1% chance of repairing it.




Oberst_Klink -> RE: Unit Readiness Recovery? (12/3/2017 7:41:39 AM)

That's correct, compadre.

Klink, Oberst




larryfulkerson -> RE: Unit Readiness Recovery? (12/3/2017 9:14:18 AM)

quote:

ORIGINAL: SeriousCatNZ
quote:

ORIGINAL: larryfulkerson
The supply level looks just about normal and adequate at game start.

Your graphics look different to mine. Are you using the classic graphics pack from the installation directory?

I'm using two different Graphics mods from Silvanski. It makes my gameplay work right. I can actually find
my broken bridges now for one thing. Reccommended.




Lobster -> RE: Unit Readiness Recovery? (12/3/2017 3:31:53 PM)


quote:

ORIGINAL: JapLance

I think that this means that 1 hex of railroad is going to get automatically repaired per turn, not a 1% chance of repairing it.


Maybe their fearless leader forgot to give the women and children tasked with repairing rails the proper tools. Wooden pitchforks and shovels are not up to the job? [;)]




larryfulkerson -> RE: Unit Readiness Recovery? (12/3/2017 3:44:27 PM)

Maybe there were men tasked with the RR repair, the women were bush digging anti-armor trenches in Moscow:

[image]local://upfiles/16287/C11048A724084D90B0DEC63D57D3C395.jpg[/image]




Radagy -> RE: Unit Readiness Recovery? (12/3/2017 9:38:41 PM)

I guess this is the right thread to ask a question I had in mind since I bought the game: what's the actual meaning of the numbers on the hexes as I turn the supply view on "trace"? Percentage of supply recovered each turn or else?




larryfulkerson -> RE: Unit Readiness Recovery? (12/3/2017 11:21:48 PM)

Do you mean these little supply dots? I don't know what to call them. I think the number in the little circle means
how much supply you can expect from that hex this turn. I don't remember what the different colors signify. Something
to do with access to the hex by the enemy or something.

[image]local://upfiles/16287/3D9B1EE7CA1C4821A1863C304414DD7B.jpg[/image]




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