ckammp
Posts: 756
Joined: 5/30/2009 From: Rear Area training facility Status: offline
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quote:
ORIGINAL: Canoerebel I haven't seen that in my game. I had troops in reserve status after patch one and it didn't do a thing. I've now had them in reserve after patch two and the two hot fixes and the results were negligible. So either reserve status isn't effective or incoming fire that otherwise would have hit troops on reserve status hits those that aren't on reserve. Whichever it is my casualties in a hex remain essentially the same whether I have troops on reserve or not. Reserve mode does seem to make a difference. Your combat results, with all units in Combat mode: 1509 casualties. Your combat results, with 1/3 in Reserve mode: 871 casualties. That's over 600 fewer casualties using Reserve mode; certainly enough, IMHO, to justify using Reserve mode when possible. As for your conclusions regarding massed artillery against non(or lightly) fortified units- Wouldn't the simple solution be the use of a house rule limiting the number of artillery units in a hex, rather than changing the code? As you have noted, tweaking the code might make artillery completly useless, unless massed in large, unhistorical numbers. I would complain loud and long if such were to happen, and I don't believe i would be alone. As for historical numbers of artillery units- at start, the Japanese only have 9 artillery units in all of China. Massing all of them, plus moving in more from other theaters, is something the Japanese never did in WWII. Furthermore, only one of the at-start artillery units in China is 150mm, all the others are smaller caliber. In the combat results you have posted, of the 7 Japanese artillery units present, 4 start assigned to the Kwangtung Army. Of these 4, two units are 150mm howitzers, and the other two are 240mm howitzers. AFAIK, 240mm howitzers were never used in China- they were used to bombard Corregidor, then sent to Manchuria. Again, the combat results you have posted indicate your opponent chose to use a-historical tactics, therby getting a-historical results. The game engine should not be adjusted to recognize a-historical tactics, that's what house rules, and common sense, are for.
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