Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Supply

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> RE: Supply Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Supply - 12/8/2009 1:58:18 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline

quote:

ORIGINAL: dlazov66

I am guessing the first number is the combat strength and the second the movement factors?


Correct

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to Zovs)
Post #: 31
RE: Supply - 12/8/2009 2:53:05 AM   
PyleDriver


Posts: 6152
Joined: 4/19/2006
From: Occupied Mexico aka Rio Grand Valley, S.Texas
Status: offline
If you look at the "5 zoom level" post I explained it there...

_____________________________

Jon Pyle
AWD Beta tester
WBTS Alpha tester
WitE Alpha tester
WitW Alpha tester
WitE2 Alpha tester

(in reply to siRkid)
Post #: 32
RE: Supply - 12/8/2009 12:55:04 PM   
Joshuatree

 

Posts: 507
Joined: 12/30/2007
From: Netherlands
Status: offline
Good question, if the retreat hex is randomly chosen than there's not much to be chosen... but if the retreat hex is the opposite hex from the mainattack force then you can sort of get the enemy unit into a hex you prefer.

quote:

ORIGINAL: Joe 98


quote:

ORIGINAL: Sabre21

This attack forced the GD to retreat 1 hex......




Why did it retreat to that hex and not another hex?

Or: are there Retreat Priorities?

-



(in reply to Fred98)
Post #: 33
RE: Supply - 12/8/2009 4:17:32 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
Retreat priorities (and some other info):

Defending units that have not shattered or routed, will then attempt to retreat to a friendly controlled hex using the following priorities. Retreating units will tend to retreat to hexes not adjacent to enemy units. They will try to avoid retreating into a stack that already has 3 friendly units, but if they do, they must continue to retreat and take additional retreat attrition losses for each additional hex that they retreat through. Retreating units tend to retreat to hexes that cost fewer MPs to reach, have rail, have forts and have fewer friendly combat units. Retreating over an unfrozen Minor river causes double retreat attrition, while retreating over an unfrozen Major river causes triple retreat attrition. At the conclusion of the retreat, the retreating unit suffers retreat attrition once for each adjacent hex that contains an enemy unit.

(in reply to Joshuatree)
Post #: 34
RE: Supply - 12/8/2009 7:57:32 PM   
Joshuatree

 

Posts: 507
Joined: 12/30/2007
From: Netherlands
Status: offline
Thx for the answer, that does sound like everyting has been covered.
I do however have another question if you don't mind, and I don't know if this has been asked before or not. Can you set the losses at which your unit will retreat from combat? (within certain parameters that is, a low morale unit will not fight till the last man). So for instance a high value high morale unit can be set to stand and fight till the last man standing (or ofcourse till morale breaks and they route), or retreat when the unit is at ... say, 25% loss. You would for example set an unit in a town that has to be defended at 100%, but an unit in the endless steppes at 25% loss before retreat.

(in reply to Joel Billings)
Post #: 35
RE: Supply - 12/9/2009 10:09:48 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline

quote:

ORIGINAL: Joshuatree

Thx for the answer, that does sound like everyting has been covered.
I do however have another question if you don't mind, and I don't know if this has been asked before or not. Can you set the losses at which your unit will retreat from combat? (within certain parameters that is, a low morale unit will not fight till the last man). So for instance a high value high morale unit can be set to stand and fight till the last man standing (or ofcourse till morale breaks and they route), or retreat when the unit is at ... say, 25% loss. You would for example set an unit in a town that has to be defended at 100%, but an unit in the endless steppes at 25% loss before retreat.


No not in the game.

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to Joshuatree)
Post #: 36
RE: Supply - 12/9/2009 8:05:53 PM   
Skanvak

 

Posts: 577
Joined: 4/3/2005
Status: offline
quote:

Is it possible to move the control buttons, which are now located on top of your screen, to the right hand side of your screen? I ask this because my 24" monitor has more space in the width than in the height, if you get my point.


If right side is taken, may be we can move them to left side? I think that this poster is right, Button on top for wide screen is not optimal as we need more hight for the map than width...

_____________________________


Best regards

Skanvak

(in reply to Fred98)
Post #: 37
RE: Supply - 12/10/2009 3:39:12 AM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
Status: offline
how much affect do leaders of units.. or some generic leadership rating of sides, affect combat?

(in reply to Skanvak)
Post #: 38
RE: Supply - 12/10/2009 9:25:20 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline
The rules section is very detailed about leaders but this is it in a nutshell. Leaders have several ratings that directly affect the outcome of a battle. They make an admin roll to see if they interject in the combat. If a lower HQ fails an admin roll, the next higher HQ tries and then the next. Leaders can be promoted by the AI or killed during battle. You can use admin points to move them around.




Attachment (1)

< Message edited by Kid -- 12/10/2009 9:26:49 AM >


_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to freeboy)
Post #: 39
RE: Supply - 12/10/2009 2:31:46 PM   
Captain


Posts: 78
Joined: 5/1/2006
Status: offline

quote:

ORIGINAL: Kid

The rules section is very detailed about leaders but this is it in a nutshell. Leaders have several ratings that directly affect the outcome of a battle. They make an admin roll to see if they interject in the combat. If a lower HQ fails an admin roll, the next higher HQ tries and then the next. Leaders can be promoted by the AI or killed during battle. You can use admin points to move them around.





that raises an interesting issue. As we all know, Guderian and many other german officers were dismissed in December 41 and many other competent officers were dismissed by Hitler during the war. Is this addressed some way?


_____________________________


(in reply to siRkid)
Post #: 40
RE: Supply - 12/10/2009 3:18:16 PM   
Helpless


Posts: 15793
Joined: 8/27/2004
Status: offline
quote:

that raises an interesting issue. As we all know, Guderian and many other german officers were dismissed in December 41 and many other competent officers were dismissed by Hitler during the war. Is this addressed some way?


yes, leader can be dismissed due to lost battles.

_____________________________

Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to Captain)
Post #: 41
RE: Supply - 12/14/2009 7:23:56 PM   
ComradeP

 

Posts: 7192
Joined: 9/17/2009
Status: offline
Can those leader statistics improve or decrease?

(in reply to Helpless)
Post #: 42
RE: Supply - 12/14/2009 7:35:39 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
Not yet, but it's on the task list to do prior to release.

(in reply to ComradeP)
Post #: 43
RE: Supply - 12/15/2009 8:41:11 PM   
Kwik E Mart


Posts: 2447
Joined: 7/22/2004
Status: offline
Great looking game! Can moving units overrun defending units?

_____________________________

Kirk Lazarus: I know who I am. I'm the dude playin' the dude, disguised as another dude!
Ron Swanson: Clear alcohols are for rich women on diets.


(in reply to Joel Billings)
Post #: 44
RE: Supply - 12/15/2009 8:59:38 PM   
elmo3

 

Posts: 5820
Joined: 1/22/2002
Status: offline
There is no overrun rule at this point but units with enough movement points can make multiple attacks in one turn.

_____________________________

We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester

(in reply to Kwik E Mart)
Post #: 45
RE: Supply - 12/15/2009 9:07:29 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
There is hasty and normal (prepared) attack, with Hasty limited to only units from one hex being allowed to participate in the attack and it uses a lot less MPs. Good for when you have a tremendous odds advantage.

< Message edited by Joel Billings -- 12/15/2009 9:08:30 PM >

(in reply to elmo3)
Post #: 46
RE: Supply - 12/16/2009 2:58:00 PM   
MengCiao

 

Posts: 180
Joined: 7/7/2004
Status: offline

quote:

ORIGINAL: Joel Billings

Not yet, but it's on the task list to do prior to release.


That's very cool (ie that leaders are going to change over time). It also suggests that
the game is following the Glantz-House reading of the overall dynamic of the fighting:
ie that the Soviets always had the basic firepower and numbers to do some serious
damage, but that their organization and command structures had to change and
vastly improve before they could really get rolling.

While the German command structures started at such a good level overall that
they could only decline overall if they changed at all.

_____________________________

The corpus of a thousand battles rises from the flood.

(in reply to Joel Billings)
Post #: 47
RE: Drive on Minsk - 12/18/2009 12:54:58 PM   
critter


Posts: 139
Joined: 3/26/2004
Status: offline

quote:

ORIGINAL: Kid

My latest turn one drive on Minsk.





Is this a H2H game or against the AI?.. Seems the Russian's are pretty bunched up.
How is the German AI? It would be nice to be able to play the Russians in an East front game
Got to admit I wanna get a look at this one......

(in reply to siRkid)
Post #: 48
RE: Drive on Minsk - 12/18/2009 6:42:56 PM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline
It's the first turn of a PBEM game. The units start the game in their historical positions. Most of the units you see on the map have been attacked and routed.

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to critter)
Post #: 49
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> RE: Supply Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

3.016