Godzilla {J: Andav} vs. Rodan {A: witpqs}

Post descriptions of your brilliant victories and unfortunate defeats here.

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zuluhour
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RE: 1942 April 02

Post by zuluhour »

Its time for me to reread everything on supply again. I have to wonder what
his infiltrators are receiving in this regard. I assume its coming from Nanyang.
jwolf
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RE: 1942 April 02

Post by jwolf »

ORIGINAL: zuluhour

It's time for me to reread everything on supply again. I have to wonder what
his infiltrators are receiving in this regard. I assume it's coming from Nanyang.

The problem is that they don't need a lot. Really, not even any at all until or unless they are involved in actual combat. And even then, the risk is not all that high.
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witpqs
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RE: 1942 April 02

Post by witpqs »

ORIGINAL: jwolf

ORIGINAL: zuluhour

It's time for me to reread everything on supply again. I have to wonder what
his infiltrators are receiving in this regard. I assume it's coming from Nanyang.

The problem is that they don't need a lot. Really, not even any at all until or unless they are involved in actual combat. And even then, the risk is not all that high.
The large stack is on the road, it's last hex. The "westernmost" is adjacent to them so only 1 hex off-road. Crossing the river puts the main stack off-road and the westernmost possibly out of supply but I haven't bothered to try and calculate it.
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BBfanboy
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RE: 1942 April 02

Post by BBfanboy »

ORIGINAL: witpqs

ORIGINAL: jwolf

ORIGINAL: zuluhour

It's time for me to reread everything on supply again. I have to wonder what
his infiltrators are receiving in this regard. I assume it's coming from Nanyang.

The problem is that they don't need a lot. Really, not even any at all until or unless they are involved in actual combat. And even then, the risk is not all that high.
The large stack is on the road, it's last hex. The "westernmost" is adjacent to them so only 1 hex off-road. Crossing the river puts the main stack off-road and the westernmost possibly out of supply but I haven't bothered to try and calculate it.
Just use the "5" key to see the supply flow from Nanyang. The numbers represent the theoretical amount that can arrive at each hex if you start with 100 at Nanyang. Note that competing demands for that supply may mean that less arrives because other units get some or all of it. But the AI tried not to let units starve so if they are truly out of supply I think they get a token amount each turn, if there is a supply path.


No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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witpqs
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RE: 1942 April 02

Post by witpqs »

I will try that but I thought the 5 key was disabled for PBM because it was leaking Intel about un-spotted units?
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BBfanboy
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RE: 1942 April 02

Post by BBfanboy »

ORIGINAL: witpqs

I will try that but I thought the 5 key was disabled for PBM because it was leaking Intel about un-spotted units?
You may be right. I haven't done a PBEM.
He could start a non-pbem game and check it out though. The numbers should be the same as they are based on calculations taking into account terrain and roads/rail.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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witpqs
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RE: 1942 April 02

Post by witpqs »

ORIGINAL: BBfanboy

ORIGINAL: witpqs

I will try that but I thought the 5 key was disabled for PBM because it was leaking Intel about un-spotted units?
You may be right. I haven't done a PBEM.
He could start a non-pbem game and check it out though. The numbers should be the same as they are based on calculations taking into account terrain and roads/rail.
It's not worth starting a game to do that, the formula was given by the developers. Here is what I have, after some editing as they made small changes after first releasing it.

Each receiving base that is in range of a base that has excess supplies and needs supplies will get them.

1st. every base that needs 1x requirement gets 1x. So this is one big loop through all bases so as to get maximum coverage and that every base gets at least 1x previously this was 3x only. Sending base will not send any supplies that would dip into its own 3x requirement and if add supply is being used then sending base guards up to 4x.

2nd every base that can get 3x or some portion there of will get it. So this is another big loop to see if we can get bases up to at least 3x requirement. Sending base will not send any supplies that would dip into its own 3x requirement.

3rd. every base that is eligible for excess normally this is big major bases or bases with the highest spoilage limit previously there was no check before sending supplies to small bases. Sending base will not send any supplies that would dip into its own 3x requirement.

4th. One final big loop through all bases to resupply LCUs and whatever base the LCU is at is the only base it can draw supplies from previously there was no restriction. If LCU is in non-base hex or enemy then no restriction. Sending base will guard up to 20 supply points meaning if a unit can be supplied and base has it then unit gets it, previously base had to have above 3x.

In each big loop except for the 4th the amount that can be sent is modified by Prim HQ of base (just like witp) and if present adds an extra 25k to requirement and we check for max draw and we check spoilage limit at base receiving base.

How far a base can receive supplies is determined by tracing a supply cost path starting value used is 100 just like witp. There are three different ranges used throughout each week 89 which is very short range and happens 4 times a week, 49 which is medium range and happens twice a week and 10 which is long range which happens once per week. These values are the minimum required trace value from sending base to receiving base and the trace value must be equal to or greater than this to receive supplies so you may notice that some bases only get supplies 3 times or in some cases once per week.

Using the add supply button means first the base will try and get 1x requirement then during the 3x loop it will try and get 3x whatever is in that field so a base has 1000 normal requirement and I press the add supply to 1000 making new requirement of 2000 thus 1x + 3x = 2000 + 6,000 = 8,000 that the base will try and get.


Short range is trace value of 89 - 100 and is used 4 times per week.
Medium range is trace value 49 - 100 and is used 2 times per week.
Long range is trace value 10 - 100 and is used 1 time per week.
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witpqs
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RE: 1942 April 02

Post by witpqs »

I should add a receiving unit is treated the same as a receiving base for purposes of calculating the supply cost path.
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witpqs
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RE: 1942 April 02

Post by witpqs »

Here is a good terrain chart to use for the cost of hexes:

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witpqs
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RE: 1942 April 02

Post by witpqs »

This one from the manual has roads, so maybe it's better.

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zuluhour
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RE: 1942 April 02

Post by zuluhour »

I have several units which escaped total destruction and are
walking back towards Chungking. If I get this style of "infiltration"
I will use them to assault the "leakers", try and burn their supply,
and with their ultimate sacrifice, rebuild at 1/3 strength at the
Capitol.
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Lowpe
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RE: 1942 April 02

Post by Lowpe »

ORIGINAL: witpqs

I will try that but I thought the 5 key was disabled for PBM because it was leaking Intel about un-spotted units?


Correct. Although dots do show I believe...just no numbers if I recall correctly.
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witpqs
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1942 April 03

Post by witpqs »

1942 April 03

INVADED
Amphibious TF 76 offshore of Bandjermasin
Cebu, Batavia, Palembang, Urumchi, Changsha, Lanchow are also invested.

CHANGED OWNERSHIP
Tandjoengbalai is occupied by the Allies



Overall
• No carrier sightings.


West Coast USA, Alaska, Hawaii
• Yard work.


Pacific
• Enemy sub activity near Suva.

• Fuel unloading at Pago Pago.


New Zealand, Australia, New Caledonia, New Hebrides, Solomons, Papua New Guinea, New Britain
• Large aircraft/troop convoy has put in at Melbourne and will begin unloading tonight.

• All Australian units have finished infantry squad upgrades.


Philippines
• Cebu's population is working on that next generation.


DEI, Dutch new Guinea, Borneo, Malaya
• We are flying what aircraft are ready out of Bandjermasin.

• The liberation of Sumatra has begun!
Tandjoengbalai is occupied by the Allies
The Tapanoeli Cdo is now moving on to Medan.


China
• Great result on the river crossing.
Ground combat at 72,50 (near Kweiyang)

Japanese Shock attack

Attacking force 32810 troops, 264 guns, 69 vehicles, Assault Value = 1014

Defending force 22818 troops, 76 guns, 0 vehicles, Assault Value = 704

Japanese adjusted assault: 181

Allied adjusted defense: 2131

Japanese assault odds: 1 to 11

Combat modifiers
Defender: terrain(+), leaders(+), fatigue(-), experience(-)
supply(-)
Attacker: shock(+), disruption(-), supply(-)

Japanese ground losses:
8172 casualties reported
Squads: 150 destroyed, 423 disabled
Non Combat: 11 destroyed, 59 disabled
Engineers: 10 destroyed, 39 disabled
Guns lost 55 (11 destroyed, 44 disabled)
Vehicles lost 4 (1 destroyed, 3 disabled)

Allied ground losses:
535 casualties reported
Squads: 7 destroyed, 47 disabled
Non Combat: 2 destroyed, 2 disabled
Engineers: 0 destroyed, 2 disabled
Guns lost 4 (2 destroyed, 2 disabled)

Assaulting units:
116th Division
15th Division
39th/A Division

Defending units:
60th Chinese Corps
94th Chinese Corps
35th Group Army
Our guys are over stacked 25,688 on 25,000. Mouse-over shows 36,000 enemy infantry in the hex so the Empire should be pouring supplies in until it hurts. Our units' fatigue ratings are in single digits so I guess we got a very bad die roll on that minus.


India, Burma, Thailand, Indochina
• Soon we should have more subs along this convoy route.
Sub attack near Phuket at 48,67

Japanese Ships
xAK Kaiko Maru, Torpedo hits 1
xAK Keisyo Maru
DD Yamagumo

Allied Ships
SS Truant

SS Truant launches 2 torpedoes at xAK Kaiko Maru
Truant diving deep ....
DD Yamagumo fails to find sub, continues to search...
DD Yamagumo fails to find sub, continues to search...
DD Yamagumo fails to find sub, continues to search...
DD Yamagumo fails to find sub, continues to search...
DD Yamagumo fails to find sub, continues to search...
Escort abandons search for sub

• All units have finished upgrading to Ind Inf Section 42 squads.


Japan, Korea, Manchuria, Russia
• 1 sub on station. No contacts.


Complete combat report attached.
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zuluhour
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RE: 1942 April 03

Post by zuluhour »

One of the great conundrums of the game, when is it viable for the Chinese
to counter attack. It's easy to sit tight, harder to give the order. That's
a lot of disruption and he can't have a better supply situation than yesterday.
I know I would be hesitant, but it would definitely cross my mind....
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witpqs
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RE: 1942 April 03

Post by witpqs »

ORIGINAL: zuluhour

One of the great conundrums of the game, when is it viable for the Chinese
to counter attack. It's easy to sit tight, harder to give the order. That's
a lot of disruption and he can't have a better supply situation than yesterday.
I know I would be hesitant, but it would definitely cross my mind....
Crossed my mind too. My guys have meager supply there and also had a supply(-). With that and the overall situation, available forces, etc better to keep the strength and pin them there.

It looks like a bunch of Imperials are moving from the changsha area. To early to tell if they will be making a local end around there or if they will come to the western infiltration. If he does send more forces west I will have to move more forces there too.
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witpqs
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1942 April 04

Post by witpqs »

1942 April 04

INVADED
Amphibious TF 76 unloading at Bandjermasin
Amphibious TF 46 offshore of Cebu
Cebu, Batavia, Palembang, Urumchi, Changsha, Lanchow are also invested.

CHANGED OWNERSHIP
Japanese forces CAPTURE Bandjermasin !!!



Overall
• No carrier sightings.


West Coast USA, Alaska, Hawaii
• Yard work.

• Loading a large fuel/supply convoy for New Zealand at Los Angeles.


Pacific
• Fuel unloading at Pago Pago.


New Zealand, Australia, New Caledonia, New Hebrides, Solomons, Papua New Guinea, New Britain
• Enemy sub activity near Sydney.
Sub attack near Port Kembla at 90,170

Japanese Ships
SS I-175, hits 1

Allied Ships
APD Bulmer, Torpedo hits 1, on fire, heavy damage
APD Alden

SS I-175 launches 2 torpedoes at APD Bulmer
APD Alden fails to find sub, continues to search...
APD Alden fails to find sub, continues to search...
APD Alden fails to find sub, continues to search...
APD Alden attacking submerged sub ....
APD Alden is out of ASW ammo
APD Alden fails to find sub, continues to search...
Escort abandons search for sub
With 95 flotation damage, Bulmer is in escort with three other APD's to try and make Sydney.

• The aircraft/troop convoy is almost completely unloaded at Melbourne.


Philippines
• More enemy coming ashore at Cebu.
Ground combat at Cebu (80,86)

Allied Bombardment attack

Attacking force 5600 troops, 36 guns, 0 vehicles, Assault Value = 196

Defending force 9901 troops, 73 guns, 17 vehicles, Assault Value = 393

Japanese ground losses:
26 casualties reported
Squads: 0 destroyed, 7 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 1 disabled

Assaulting units:
81st PA Infantry Division
Cebu Constabulary
1st Port Maint Engineer Battalion

Defending units:
146th Infantry Regiment
1st Formosa Inf. Rgt /1
47th Infantry Rgt /1


DEI, Dutch new Guinea, Borneo, Malaya
• Last base on Borneo.
Ground combat at Bandjermasin (60,99)

Japanese Deliberate attack

Attacking force 4050 troops, 37 guns, 1 vehicles, Assault Value = 126

Defending force 1435 troops, 4 guns, 1 vehicles, Assault Value = 32

Japanese engineers reduce fortifications to 0

Japanese adjusted assault: 99

Allied adjusted defense: 13

Japanese assault odds: 7 to 1 (fort level 0)

Japanese forces CAPTURE Bandjermasin !!!

Allied aircraft
no flights

Allied aircraft losses
P-40E Warhawk: 3 destroyed
DB-7B: 3 destroyed
Do-24K-1: 1 destroyed

Combat modifiers
Defender: terrain(+), disruption(-), fatigue(-), morale(-)
experience(-)
Attacker:

Japanese ground losses:
64 casualties reported
Squads: 0 destroyed, 10 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled

Allied ground losses:
1278 casualties reported
Squads: 31 destroyed, 0 disabled
Non Combat: 80 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 5 (5 destroyed, 0 disabled)
Vehicles lost 1 (1 destroyed, 0 disabled)
Units destroyed 2

Assaulting units:
21st/A Division

Defending units:
S Borneo KNIL Battalion
Oelin ML Base Force

• Blasting slowly across Java.
Ground combat at 52,101 (near Semarang)

Japanese Shock attack

Attacking force 12674 troops, 104 guns, 54 vehicles, Assault Value = 364

Defending force 733 troops, 4 guns, 0 vehicles, Assault Value = 4

Japanese adjusted assault: 279

Allied adjusted defense: 2

Japanese assault odds: 139 to 1

Combat modifiers
Defender: morale(-), experience(-), supply(-)
Attacker: shock(+), leaders(-)

Allied ground losses:
373 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 18 destroyed, 5 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 2 (2 destroyed, 0 disabled)
Units retreated 3
Units destroyed 1

Defeated Allied Units Retreating!

Assaulting units:
Imperial Guards Division

Defending units:
A-III-Ld AA Battalion
IX KNIL Battalion
Andir ML Base Force
Tjiitjap KM Base Force


China
• Lanchow, under siege, has built fortifications back to 2.


India, Burma, Thailand, Indochina
• I really haven't the slightest idea how this group held off the Imperials, but somehow they did.
Ground combat at 61,46 (near Lashio)

Japanese Deliberate attack

Attacking force 4070 troops, 32 guns, 1 vehicles, Assault Value = 255

Defending force 1182 troops, 0 guns, 10 vehicles, Assault Value = 3

Japanese adjusted assault: 13

Allied adjusted defense: 16

Japanese assault odds: 1 to 2

Combat modifiers
Defender: terrain(+), morale(-), experience(-)
Attacker: fatigue(-)

Allied ground losses:
39 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 0 destroyed, 4 disabled
Engineers: 0 destroyed, 0 disabled

Assaulting units:
112th Infantry Regiment
33rd/B Division

Defending units:
Upper Burma BAF Battalion
Burma Corps

• More success!
Sub attack near Phuket at 47,69

Japanese Ships
xAK Kaiko Maru, Torpedo hits 1, on fire, heavy damage

Allied Ships
SS Trusty

xAK Kaiko Maru is sighted by SS Trusty
SS Trusty launches 2 torpedoes


Japan, Korea, Manchuria, Russia
• 1 sub on station. no contacts, DL 7/7.


Complete combat report attached.
Attachments
combatreport.txt
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witpqs
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1942 April 05

Post by witpqs »

1942 April 05

INVADED
Amphibious TF 46 unloading at Cebu
Amphibious TF 20 offshore of Toboali
Cebu, Batavia, Palembang, Djokjakarta, Urumchi, Changsha, Lanchow are also invested.

CHANGED OWNERSHIP



Overall
• No carrier sightings.

• Lexginton's fighters have upgraded to F4F-4, so now all of the carriers' fighter squadrons are Wildcat's of one mark or another.


West Coast USA, Alaska, Hawaii
• Enemy sub activity near Pearl Harbor.


Pacific
• Fuel unloading at Pago Pago.


New Zealand, Australia, New Caledonia, New Hebrides, Solomons, Papua New Guinea, New Britain
• Enemy sub activity near Sydney. APD Bulmer and rescuers have made one hex (three to go) and flotation damage is 95(59).

• Supply unloading at Melbourne. Some of the aircraft unloaded moved immediately by rail and have arrived at Brisbane and Charters Towers.


Philippines
• The Empire has grown weary with our population turnover rate.
Ground combat at Cebu (80,86)

Japanese Deliberate attack

Attacking force 12095 troops, 84 guns, 17 vehicles, Assault Value = 401

Defending force 5618 troops, 39 guns, 0 vehicles, Assault Value = 199

Japanese adjusted assault: 227

Allied adjusted defense: 225

Japanese assault odds: 1 to 1 (fort level 3)

Japanese Assault reduces fortifications to 2

Combat modifiers
Defender: terrain(+), forts(+), leaders(-), fatigue(-), experience(-)
Attacker: fatigue(-)

Japanese ground losses:
263 casualties reported
Squads: 0 destroyed, 16 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 0 disabled

Allied ground losses:
554 casualties reported
Squads: 6 destroyed, 53 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 1 disabled
Guns lost 9 (1 destroyed, 8 disabled)

Assaulting units:
47th Infantry Regiment
1st Formosa Inf. Regiment
146th Infantry Regiment

Defending units:
81st PA Infantry Division
Cebu Constabulary
1st Port Maint Engineer Battalion


DEI, Dutch new Guinea, Borneo, Malaya
• Our aircraft (and PT boat) continue to attack and continue to be stymied. Road marches are slowing the Empire's advnace as much as we are.


China
• The westernmost infiltrator has vanished, either a recon weakness of the nearby LCU's or a withdrawal?? Have to wait and see.


India, Burma, Thailand, Indochina
• Only one base force remains in Burma and it should cross the Indian border in two or three days.

• Many units, and now more, are taking replacements for Indian infantry squads.


Japan, Korea, Manchuria, Russia
• No subs on station.


Complete combat report attached.
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combatreport.txt
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witpqs
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RE: 1942 April 05

Post by witpqs »

1942 April 05

The fearsome defense has caused the pursuing Imperials to wait for reinforcements before attacking again.

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modrow
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RE: 1942 April 02

Post by modrow »

ORIGINAL: witpqs

Each receiving base that is in range of a base that has excess supplies and needs supplies will get them.

1st. every base that needs 1x requirement gets 1x. So this is one big loop through all bases so as to get maximum coverage and that every base gets at least 1x previously this was 3x only. Sending base will not send any supplies that would dip into its own 3x requirement and if add supply is being used then sending base guards up to 4x.

2nd every base that can get 3x or some portion there of will get it. So this is another big loop to see if we can get bases up to at least 3x requirement. Sending base will not send any supplies that would dip into its own 3x requirement.

3rd. every base that is eligible for excess normally this is big major bases or bases with the highest spoilage limit previously there was no check before sending supplies to small bases. Sending base will not send any supplies that would dip into its own 3x requirement.

4th. One final big loop through all bases to resupply LCUs and whatever base the LCU is at is the only base it can draw supplies from previously there was no restriction. If LCU is in non-base hex or enemy then no restriction. Sending base will guard up to 20 supply points meaning if a unit can be supplied and base has it then unit gets it, previously base had to have above 3x.

In each big loop except for the 4th the amount that can be sent is modified by Prim HQ of base (just like witp) and if present adds an extra 25k to requirement and we check for max draw and we check spoilage limit at base receiving base.

How far a base can receive supplies is determined by tracing a supply cost path starting value used is 100 just like witp. There are three different ranges used throughout each week 89 which is very short range and happens 4 times a week, 49 which is medium range and happens twice a week and 10 which is long range which happens once per week. These values are the minimum required trace value from sending base to receiving base and the trace value must be equal to or greater than this to receive supplies so you may notice that some bases only get supplies 3 times or in some cases once per week.

Using the add supply button means first the base will try and get 1x requirement then during the 3x loop it will try and get 3x whatever is in that field so a base has 1000 normal requirement and I press the add supply to 1000 making new requirement of 2000 thus 1x + 3x = 2000 + 6,000 = 8,000 that the base will try and get.


Short range is trace value of 89 - 100 and is used 4 times per week.
Medium range is trace value 49 - 100 and is used 2 times per week.
Long range is trace value 10 - 100 and is used 1 time per week.

Thanks for summing up this information, but I have a few questions beyond this:

1) Does anyone know what determines the sequence in which the loops are processed

a) with respect to the distributing base? (possibly base ID ?)

b) with repect to recieving bases while a given distributing base is analyzed? (possibly base ID? or weighted distance, so base with need which is closest to 100 comes first ?)

2) Does anyone know how the counter to determine whether it is a short range, medium range or long range delivery day works? Is it global for all bases and works like an assignment to the days of the week (like Short on Monday, Wednesday, Friday, Sunday; medium on Tuesday and sturday, long ond Thursday?) Or is it local, i.e. different for different bases on the list?

3) Does anyone know whether the "stockpile" button does anything apart from taking the unit from the list for the distribution loop? Specifically, does it affect transfer of supply to bases if their supply route would run through the base set to stockpile supplies ? I think I have read that the corresponding switch for resources is believed to have an influence.

4) Does anyone know if resource/oil transfer works the same way? My intuitive answer would be "no", because my feeling is that it takes a bit of manipulation to make it flow into the right direction.

Sorry for the Hijack.

Hartwig
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witpqs
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RE: 1942 April 05

Post by witpqs »

ORIGINAL: hartwig.modrow

ORIGINAL: witpqs

Each receiving base that is in range of a base that has excess supplies and needs supplies will get them.

1st. every base that needs 1x requirement gets 1x. So this is one big loop through all bases so as to get maximum coverage and that every base gets at least 1x previously this was 3x only. Sending base will not send any supplies that would dip into its own 3x requirement and if add supply is being used then sending base guards up to 4x.

2nd every base that can get 3x or some portion there of will get it. So this is another big loop to see if we can get bases up to at least 3x requirement. Sending base will not send any supplies that would dip into its own 3x requirement.

3rd. every base that is eligible for excess normally this is big major bases or bases with the highest spoilage limit previously there was no check before sending supplies to small bases. Sending base will not send any supplies that would dip into its own 3x requirement.

4th. One final big loop through all bases to resupply LCUs and whatever base the LCU is at is the only base it can draw supplies from previously there was no restriction. If LCU is in non-base hex or enemy then no restriction. Sending base will guard up to 20 supply points meaning if a unit can be supplied and base has it then unit gets it, previously base had to have above 3x.

In each big loop except for the 4th the amount that can be sent is modified by Prim HQ of base (just like witp) and if present adds an extra 25k to requirement and we check for max draw and we check spoilage limit at base receiving base.

How far a base can receive supplies is determined by tracing a supply cost path starting value used is 100 just like witp. There are three different ranges used throughout each week 89 which is very short range and happens 4 times a week, 49 which is medium range and happens twice a week and 10 which is long range which happens once per week. These values are the minimum required trace value from sending base to receiving base and the trace value must be equal to or greater than this to receive supplies so you may notice that some bases only get supplies 3 times or in some cases once per week.

Using the add supply button means first the base will try and get 1x requirement then during the 3x loop it will try and get 3x whatever is in that field so a base has 1000 normal requirement and I press the add supply to 1000 making new requirement of 2000 thus 1x + 3x = 2000 + 6,000 = 8,000 that the base will try and get.


Short range is trace value of 89 - 100 and is used 4 times per week.
Medium range is trace value 49 - 100 and is used 2 times per week.
Long range is trace value 10 - 100 and is used 1 time per week.

Thanks for summing up this information, but I have a few questions beyond this:

1) Does anyone know what determines the sequence in which the loops are processed

a) with respect to the distributing base? (possibly base ID ?)

b) with repect to recieving bases while a given distributing base is analyzed? (possibly base ID? or weighted distance, so base with need which is closest to 100 comes first ?)
I think they run in both directions of whatever list they use. Whether that is each time or on alternate times I am not sure - I don't remember precisely what they wrote, but I do recall they mentioned going in both directions so that the same bases (/units) don't get shortchanged every time.

2) Does anyone know how the counter to determine whether it is a short range, medium range or long range delivery day works? Is it global for all bases and works like an assignment to the days of the week (like Short on Monday, Wednesday, Friday, Sunday; medium on Tuesday and sturday, long ond Thursday?) Or is it local, i.e. different for different bases on the list?
I believe it is universal (i.e. a 'long pull' day is a long pull day all over the map) but I don't know the specific schedule.

3) Does anyone know whether the "stockpile" button does anything apart from taking the unit from the list for the distribution loop? Specifically, does it affect transfer of supply to bases if their supply route would run through the base set to stockpile supplies ? I think I have read that the corresponding switch for resources is believed to have an influence.
AFAIK and understand they go base to base dependent on range, so bases in between the two bases being calculated at that instant have no effect. That is just my understanding and could be wrong.

4) Does anyone know if resource/oil transfer works the same way? My intuitive answer would be "no", because my feeling is that it takes a bit of manipulation to make it flow into the right direction.
I think it does. Anybody? Bueller? Beuller?

Sorry for the Hijack.

Hartwig
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