Unit replacement cost & movement

Germany At War: Operation Barbarossa 1941 is an elegant turn-based design, inspired by classics such as Panzer General, but with more of a historical focus. You command the German forces through a branching historical campaign covering the entire 1941 campaign as well as part of the 1942 campaign. Dozens of scenarios stretch from the Soviet border all the way to Archangel and towards Astrakhan, the original military goals of Operation Barbarossa. Step into a wargame where your performance will rewrite history, through an addictive combination of compelling gameplay, realistic events and challenging battles.

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von altair
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Unit replacement cost & movement

Post by von altair »

Testing Germany at War demo 1.03.

Having 5. Inf.Div suffered casualties down to 1 strength (including ammos)
Refit it to full strength (+14 str and 6 ammo) costs 226 resource.
Buying a fresh infantry division costs 180 resource.

Is it supposed to be that way? Refitting costs more than buying a new unit?


Looks like there is not any movement penalty while moving through
enemy ZOC?
.
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
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Ronald Wendt
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RE: Unit replacement cost & movement

Post by Ronald Wendt »

Hello von altair,
ORIGINAL: von altair

Testing Germany at War demo 1.03.

Having 5. Inf.Div suffered casualties down to 1 strength (including ammos)
Refit it to full strength (+14 str and 6 ammo) costs 226 resource.
Buying a fresh infantry division costs 180 resource.

Is it supposed to be that way? Refitting costs more than buying a new unit?

You loose all experience if you dismiss a unit and also you cannot buy new ones in all scenarios.

Plus the units are at a certain position in the field, which also is often an advantage, so yes its more expensive to refresh.

In your case it seems its also that there is an increased cost for ammo ? The difference is 46 which means one ammo would cost about 7,7 resouces - which map are we talking about here ?

Looks like there is not any movement penalty while moving through
enemy ZOC?
.


There is a penalty - each adjacent enemy should subtract 1 from you MPs. If you experience something different, please let us now because this is a bug then.

Regards,

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von altair
Posts: 316
Joined: Tue Apr 27, 2004 3:22 pm

RE: Unit replacement cost & movement

Post by von altair »

ORIGINAL: Ronald Wendt

In your case it seems its also that there is an increased cost for ammo ? The difference is 46 which means one ammo would cost about 7,7 resouces - which map are we talking about here ?

There is a penalty - each adjacent enemy should subtract 1 from you MPs. If you experience something different, please let us now because this is a bug then.

Regards,

The one problem about a long period of experience about strategy games is, that you have some expectations about games. I
somehow assumed replacements should be cheaper! :) My bad.

We are talking about Demo 1.03, the first map - Smolensk.

Looking forward in this moving issue. I'll do some more testing. Currently AI seems to move around my units like no tomorrow.
Hard to keep engineers and artillery alive.

Example: I had 2x Panzer divisions in full strength in frontline. One empty hex between them. My damaged engineer 2 hex behind
them. Soviet tank moved through that hole and my ZOC right to an engineer and wiped it out.
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
tombo
Posts: 363
Joined: Fri Aug 03, 2007 10:34 pm

RE: Unit replacement cost & movement

Post by tombo »


I too seen similar:

...Example: I had 2x Panzer divisions in full strength in frontline. One empty hex between them. My damaged engineer 2 hex behind
them. Soviet tank moved through that hole and my ZOC right to an engineer and wiped it out


...i think whats better is that the moving unit loses 1 Action point and movement pts when leaving any enemy ZOC. That would stop the unit from attacking thru the ZOC and force player to be carefull before engaging in combat.

cheers
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