This is my reply to your opponent's inquire about using stacking limits with existing games. Just so you known what I said.
Jocke,
The first few turns with the new Pwhex files (there are three found in link below) was adjustment for both sides. Since I'm playing Japan, I had my "Death Star" one hex to the west of Changsha in China at Siangtan (95k limit with 149k actual). The first turn found my Allied opponent pulling out of hex totally and the AI gave me possession. When I looked at the base afterwards, ALL my supply with the troops was destroyed. OUCH!! However, the next turn showed the units refilling with supply, but that was a surprise.
My Allied opponent had his "Death Star" one hex SE from Chittagong. He had 12 divisions and 9 armored units in hex. He attacked the turn before and the turn after the Pwhex. He lost a lot of vehicles the turn after. I was already in the process of pulling back a hex as 3 of 5 divisions need to be rebuilt.
On my last turn, I was trying to send a partially rebuilt division from Cox Bazar into the hex directly east and was unable to give orders. The hex due east of Cox is still overstacked, so the move was not allowed. It looks like you cannot deliberately add more troops to a hex that is overstacked. More learning, I think.
Overall, I don't think I'll go back to playing a game without these stacking limits. Yes, there will be some period of adjustment, but I will need to become better with tactics and use mobility to achieve my goals. I will need to experiment with how much I can overstack a hex and deal with the extra disruption in combat.
Michael
https://sites.google.com/site/dababeswi ... limit-data
This is from JWE:
Understand your concerns. Couple things to realize about SLs.
1 The SLs relate to game troop density, not IRL troop density. IRL troop densities are very different; about 2 to 3 times game troop densities. So IRL troop density concerns don’t have much relevance to the algorithm.
2 The SLs aren’t hard limits. If either side goes over the limit what happens is they experience greater fatigue and disruption (random 1 to 5 for each unit) and, most importantly, eat supply at a higher rate; for each 10% over the stack limit, supply usage increases by an additional 20%. Obviously, the larger the SL for a hex, the larger the unit that can cause an overstack and begin the supply penalty.
There’s lots of headroom, in the vast majority of China hexes, for major battles with very large formations, on both sides. There’s generally room for 3 J-Divs and supporting combat troops (Arty, Tanks, and Engs), facing 4 to 5 Chinese Corps (about 60-80k per side, per hex). The only thing limited is the Megastack.
The SLs try to take account of the 3:1 ratio. In a fully occupied defended hex, it’s gonna be a bitch for an attacker to get a decent ratio for more than a few turns because of the limits. But then that’s how it was, yeah? So I don’t think Japan is gonna run rampant. If China chooses well and defends correctly, results in that theater might show up a bit closer to nominal: and an SL limited ‘difficult’ terrain hex will swing even more to the defender’s advantage.
No advantage to Arty. Believe me Joel, that’s the first thing we tested. Frankly, arty works like it’s supposed to if it’s used as it was.
Armor is helpful, but we’ve been using Babes where the whole armor thing has been redone. Haven’t seen anything where armor provides any significant advantage. In highly disadvantageous terrain, it is proportionally disadvantaged.
But, of course, all this is predicated on the players being righteous. And those are the very players the SLs were done for.