AM vs. PM

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wwiiguy
Posts: 22
Joined: Thu Nov 30, 2006 2:14 am
Location: Minneapolis, MN
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AM vs. PM

Post by wwiiguy »

I am currently in a PBEM game as the Allies in the Bitter Victory Sicily scenario. My opponent has noted that the PM turns do not appear to be dark in this scenario. Thus the air forces of both opponents appear to fly at will whenever they want. Is this more a function of scenario design? Is there anything in the game that calculates the round of turn to approximate time of day and not allow things that normally would not happen like non-night figthers flying in the dark?

I do get that the time of year is July so the days are longer, but there still is a period of darkness too. Assuming that AM is 12:00-11:59 AM and PM is 12:00-11:59 PM there would actually be periods of darkness in both types of turns. Is that how it works or are we missing something?
Always have a plan for getting out of harms way before going into harms way.
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Telumar
Posts: 2210
Joined: Tue Jan 03, 2006 12:43 am

RE: AM vs. PM

Post by Telumar »

Effects of PM turns are outlined in the manual:


8.5.1 force Characteristics and their effects
(...)
Force Night Combat Proficiency
Unit Proficiencies are averaged with this value when determining
Anti-Armor, Anti-Personnel, and Defense Strengths at night.
This characteristic is only visible in the Editor.

9.1.7 supply (advanced rules)
(...)
Night Resupply
Resupply levels are reduced by 33% during night Turns.

13.9.9 night and day (advanced rules)
In six hour and half-day Turn Scenarios, time of day affects
Air unit Attack and Defense Strengths, as follows:
- AM Turn: 100%
- PM Turn: 66% for all weather equipment, 33% otherwise.

17.7 the Calendar editor
(...) AM Turns are daylight Turns.
PM Turns are night Turns.
wwiiguy
Posts: 22
Joined: Thu Nov 30, 2006 2:14 am
Location: Minneapolis, MN
Contact:

RE: AM vs. PM

Post by wwiiguy »

Thanks for the info. This helps understanding how it works.
Always have a plan for getting out of harms way before going into harms way.
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