Weird CPP gain at the beginning of the turn (Full Version)

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SchDerGrosse -> Weird CPP gain at the beginning of the turn (1/15/2022 9:19:04 AM)

The unit is part of an assault army (and has been for some quite time), hasnt moved during the turn, on a friendly hex, and no contact with the enemy. As you can see that it ended the turn with 10 CPPs.

[image]https://i.ibb.co/MCd0JZ9/CPP-2.jpg[/image]

Now as per the rules it should get 8x3x2 = 48 CPP. Yet for some weird reason it got 16..

[image]https://i.ibb.co/TWpTYHw/CPP-4.jpg[/image]

As for these units from the same core and under the same conditions, they eneded the turn with 0, 4, and 8 CPPs at got 50 instead of 48..

[image]https://i.ibb.co/4Mp78Ck/CPP-1.jpg[/image]

[image]https://i.ibb.co/FB2hzk0/CPP-3.jpg[/image]

Can anyone explain..?

Thank you,




Jango32 -> RE: Weird CPP gain at the beginning of the turn (1/15/2022 9:23:59 AM)

Yes. The manual is wrong, or there is a bug - you must not be next to an enemy controlled hex, regardless of enemy presence on that hex.




Sammy5IsAlive -> RE: Weird CPP gain at the beginning of the turn (1/15/2022 9:52:08 AM)

Also it seems to me that if the commanding HQ is next to an enemy hex this stops the bonus for a combat unit that otherwise meets the requirements. Not sure if that is WAD?




SchDerGrosse -> RE: Weird CPP gain at the beginning of the turn (1/15/2022 10:11:28 AM)

Tanks for the answer guys.

Same core i.e. units are under the same HQ, 3 untis gained 50 CPPs (+2 as opposed to the amount they should have) and one unit gained 16 (32 less as opposed to the amount it should have).

If I read the manual correctly, units may receive the following amount of CPPs (if they havent moved during their turn):

-8
-8x3 = 24 (friendly territory, not in contact with the enemy)
-8x2 = 16 (assault HQ)
-8x3x2 = 48 (friendly territory, not in contact with the enemy, assault HQ)

[&:]




Stamb -> RE: Weird CPP gain at the beginning of the turn (1/15/2022 10:14:47 AM)


quote:

ORIGINAL: Jango32

Yes. The manual is wrong, or there is a bug - you must not be next to an enemy controlled hex, regardless of enemy presence on that hex.

I noticed similar behavior. Probably this is an answer. You have enemy hex near your panzer division.




SchDerGrosse -> RE: Weird CPP gain at the beginning of the turn (1/15/2022 10:18:54 AM)


quote:

ORIGINAL: Stamb


quote:

ORIGINAL: Jango32

Yes. The manual is wrong, or there is a bug - you must not be next to an enemy controlled hex, regardless of enemy presence on that hex.

I noticed similar behavior. Probably this is an answer. You have enemy hex near your panzer division.

I will give it a try, and move a the pz one hex away from enemy territory.

And how the we explain the other 3 division getting 50 CPPs?




Stamb -> RE: Weird CPP gain at the beginning of the turn (1/15/2022 10:27:09 AM)

Look at 18th MD. It has 200 SMP. It is in assault army, very important is that corps HQ or army HQ is not overloaded even by single point! as it will remove assault army CPP regain bonuses, it means that if you end your turn on friendly territory that was yours at the start of the turn and not adjusted to an enemy hex - you will get more CPP for unused SMP.

You can check manual for detailed information and how it counts, but 200 SMP converts to 50 CPP if the above conditions are met.

Non assault armies get only 25 for 200SMP if I am correct (and 4 assault armies for an Axis is way to low as it takes 4 turns to regain 100CPP and 50% of it will be spend during any attack. At the release of the game there was 6 armies with 12 capacity points in each assault HQ, but we have what we have)




Jango32 -> RE: Weird CPP gain at the beginning of the turn (1/15/2022 10:51:05 AM)

On turn 4 those 3 divisions had no enemy hex near them.




loki100 -> RE: Weird CPP gain at the beginning of the turn (1/15/2022 11:49:42 AM)

quote:

ORIGINAL: Jango32

Yes. The manual is wrong, or there is a bug - you must not be next to an enemy controlled hex, regardless of enemy presence on that hex.


this came up a while back and it was WAD that the trigger is an empty enemy hex (in that still requires more active patrolling etc). I meant to update the Living Manual and forgot ... this will be in the next version released

quote:

ORIGINAL: Sammy5IsAlive

Also it seems to me that if the commanding HQ is next to an enemy hex this stops the bonus for a combat unit that otherwise meets the requirements. Not sure if that is WAD?


it should be keying off the unit only, so if that is what makes the difference then its a bug

quote:

ORIGINAL: Stamb

...

Non assault armies get only 25 for 200SMP if I am correct (and 4 assault armies for an Axis is way to low as it takes 4 turns to regain 100CPP and 50% of it will be spend during any attack. At the release of the game there was 6 armies with 12 capacity points in each assault HQ, but we have what we have)


actual variables are (here I'm going assume 200 SMP are available):

a) not in assault command, adjacent to enemy 1CPP/24 SMP (so 8 - rounds down)
b) not in assault command, not adjacent, in friendly hex - 3CPP/24SMP (so 25)
c) in an assault command, multiply by 2 (1CPP/12SMP) so 16 (again round down) and 50 respectively

quote:

ORIGINAL: Jango32

On turn 4 those 3 divisions had no enemy hex near them.



the test point is the end of your movement phase for CPP gain, you can, of course, lose more in the enemy move phase if you are attacked




carlkay58 -> RE: Weird CPP gain at the beginning of the turn (1/15/2022 11:50:02 AM)

The calculation for CPP gain is based on the SMPs (strategic movement points) which always start a turn at 200 rather than its normal MPs as that can change each turn based on many other factors including leadership checks. A unit regains its SMP/8 in CPP per turn UNLESS it is assigned to an Assault HQ, the entire command chain is not overloaded, and it is not adjacent to an enemy hex. If all of those are true then its CPP recovery is SMP/4.




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