Magical Soviet Border guards are back (Full Version)

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Icier -> Magical Soviet Border guards are back (6/2/2018 4:55:50 AM)

I think the changes in this update has bought back some of the bugs from earlier patches...for instance 1st pbem turn, the Germans HAVE NOT been able to make any of
the Security regiments to route..the best outcome is a retreat, with that magical zero appearing for combat results..(morvael fixed the bug).
Also, what is the story with HQ Surrounded & out of supply...I probably wrong, but I thought they were now knock out & not that
magical jump to a safe zone.
On turn 2....just tried to upload copy of map no luck..anyway you have to take my word, armored div taking 13th nkvd reg..3 attacks odds of 999.00 to 1 & you
guessed it 3 retreats..not even a rout in sight! Just had 3 boarder security units retreat until they joined together, now impossible to get them to route ..all they do is retreat.




SparkleyTits -> RE: Magical Soviet Border guards are back (6/2/2018 2:05:32 PM)

I'm playing a Soviet game on current beta against Beender and I had my SEC get routed, shattered, surrender multiple times [:(] I want magical border guards!




Icier -> RE: Magical Soviet Border guards are back (6/2/2018 8:22:01 PM)

did you & the opposition start from scratch or did you update with an onging game?...cause I am playing 2...ongoing game no problem
new game all the problems.If I remember properly it also depended on what scenario..we are playing "Bitter end"




SparkleyTits -> RE: Magical Soviet Border guards are back (6/2/2018 8:45:03 PM)

I started turn 1 with current beta but my opponent did turn 1 with last beta then updated to current on turn 2

Ah and I rarely play bitter end so no magical border guards for me then darn!




Icier -> RE: Magical Soviet Border guards are back (6/2/2018 8:54:55 PM)


quote:

ORIGINAL: SparkleyTits

I started turn 1 with current beta but my opponent did turn 1 with last beta then updated to current on turn 2

Ah and I rarely play bitter end so no magical border guards for me then darn!


There is your answer..but don't give up hope, if I remember properly it effected all scenario so you might still get
those supermen from the DC universe but you both need to start with the latest update.[sm=Crazy-1271.gif]




Simon Edmonds -> RE: Magical Soviet Border guards are back (6/4/2018 2:57:44 AM)

I have noticed the same thing. The Soviet NKVD regiments were some of the most fanatical of the units defending in 1941. Surrender wasn't an option. The axis would simply shoot or hang them. Retreat wasn't an option their own organisation would simply shoot or hang them. So you are right in your questioning them retreating over and over. I think in the majority of cases they would simply hold until they shattered or until the next Soviet player turn came around and they were moved out of the front line.
A slight program adjustment would seem in order.




chaos45 -> RE: Magical Soviet Border guards are back (6/4/2018 2:51:47 PM)

Would have to ask...but it seems they rout in my game....now I usually just throw them back at the germans to slow them down until they disband or are wiped out as you really have no other use for them.




morvael -> RE: Magical Soviet Border guards are back (6/5/2018 11:09:53 AM)

By the way - rout and shatter depend only on unit readiness status (%TOE), morale and lack of hexes to retreat. It does not depend on final combat odds or difference in numbers between the combatants. So small regiments with morale bonus (NKVD has one) may actually survive where a weak division couldn't (despite being 2-3 times the size).




Icier -> RE: Magical Soviet Border guards are back (6/5/2018 9:55:17 PM)

quote:

ORIGINAL: morvael

By the way - rout and shatter depend only on unit readiness status (%TOE), morale and lack of hexes to retreat. It does not depend on final combat odds or difference in numbers between the combatants. So small regiments with morale bonus (NKVD has one) may actually survive where a weak division couldn't (despite being 2-3 times the size).

Fair enough, its that in all the games I have played I have never had not one NKVD unit route/shatter in the first 2 turns & only retreat 1 hex




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