Alfred
Posts: 6685
Joined: 9/28/2006 Status: offline
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quote:
ORIGINAL: Lowpe quote:
ORIGINAL: Lokasenna 157 shots, then 117? That's honestly not very many. 157, 177. But if I understand Alfred correctly more devices fire but aren't reported, basically any device that has the range down to even machine guns. Need to pass a check of some sort I guess. Not really certain what Lokasenna's point is. But if he meant to say that 157, then 117 (sic) guns firing is not that heavy an expenditure, then he has misunderstood the supply consumption routines. He wouldn't be alone in that. 1. All LCUs consume 100% supply. The base line is 1 supply point per device. So if a unit has 1500 devices (the ball park figure for a full division), its monthly base line supply consumption is 1500 for doing absolutely nothing - no base building, no combat whatsoever etc. 2. Here comes the bit which seems to be misunderstood by players, in part because of the terminology used by the devs. Keeping faith with the devs I've used their terminology when explaining this bit but maybe I should use different terminology. Every LCU has a maximum of 10 "shots" which are used up in any form of combat. Each "shot" used increases the supply consumption by 10%. The confusion is that these "shots" do not equal guns firing per se. A better way of looking at "shots" is to consider them to be "combat participation levels". I'll demonstrate what this entails as follows. (a) LCU (of 1500 devices) is attacked by a single enemy aircraft on ground attack in the morning. The LCU has no flak and therefore does not return fire, it merely absorbs the attack which causes zero casualties to the LCU. "Shot" count (or "combat participation level) = 1. Means supply required for next turn jumps to 1650 (or 110%). (b) same as 1 above but LCU has 3 flak guns which return fire. "Shot" count (or "combat participation level") = 2. Supply required for next turn jumps to 1800 (or 120%). (c) same as (a) above with difference that 3 separate (with varying number of enemy aircraft) ground attacks are made in the morning. Still no flak so no return fire. "Shot" count (or CPL) = 3. Supply required for next turn jumps to 1950 (or 130%). (d) same as (c) but each ground attack also receives fire from 3 flak guns. "Shot" count (or CPL) = 6. Supply required for next turn jumps to 2400 (or 160%). (e) same as (d) but in addition there are two afternoon ground attacks from enemy planes which get fired on by the same 3 flak guns. "Shot" count (or CPL) = 10. Supply required for next turn jumps to 3000 (or 200%). 3. From point 2(e) above it can be seen that the act of 15 flak gun replies in aggregate results in 5 "shots" (or CPL) and an increased supply requirement 750 (assuming no losses were incurred by the LCU). Rather disproportionate some might think but remember this is an abstraction. 4. Assume the LCU has no "offensive" firepower whatsoever. During the course of a turn (both night and day phases) it is the subject of 10 separate naval bombardments, air attacks, ground assaults, to which it makes no response ever, just absorbing the attacks. Its "shot count is 10 and next turn its required supply is 200%. 5. Assume that no attacks are made against the LCU next turn. At the end of the day 2 turn, its "shot" count does not necessarily decrease. Removal of "shots" is dependent on several factors, suffice to say that it is not uncommon for there to be a lag in getting back to zero "shots" or 100% supply consumption. Having the LCU in "rest" mode (="reserve" when enemy LCU are in the same hex) helps to get the "shot" count down. 6. And now for something almost completely different. Read my posts in this thread about artillery participation in land combat. http://www.matrixgames.com/forums/tm.asp?m=3701981&mpage=1&key=counter%2Cbattery It is possible that artillery will participate in land combat and not fire at ships, and vice versa. 7. In a separate post, Lowpe raised some questions re "reserve" mode. A couple of quick answers. (a) I'm not certain the manual is correct in saying that units are placed in "move" mode if they get activated on the defence in land combat. You will just have to wait to see the revised manual for the correct position. (b) the reserve mode benefits only apply to land combat. They do not apply to naval or air combat. But I suggested that Lowpe put up to 1/4 into reserve as they would still benefit from the as regular as clockwork daily land combat which follows the faux invasion bombardments. Means they don't get further damaged/destroyed by the land combat, helps in getting the "shot" count down (and thus their supply consumption) (c) defenders released from reserve mode receive all the benefits enjoyed by the other LCUs in combat mode receive from; terrain, base fortification level leadership, HQ bonus etc. The only malus would be if they are in move mode and as I said in (a) I'm not certain that actually occurs (d) activation check is unit leadership. IIRC, unit experience may also be a smallish component. Alfred
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