Equipment Control

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MikeB
Posts: 229
Joined: Wed Oct 30, 2002 7:04 am
Location: Ottawa Canada

Equipment Control

Post by MikeB »

While not fully tested/documented...me thinks the equipment control by Human for the Russians could be flawed.

With equipment control Human....it appears my fighters will only increase by 10 planes in a turn...despite having some 600 in the pool.

Anyone else noticing this peculiarity?
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JagdFlanker
Posts: 744
Joined: Fri Jul 25, 2003 9:18 pm
Location: Miramichi, Canada

Post by JagdFlanker »

This is part of a text file I downloaded which was written in Oct '99 by By Edward L. Morris:

V. Keep Those Crates Flying! (or, How Aircraft are Replaced and Repaired)

In SF, replacement aircraft (if available in the pool) would fly into a
squadron at the rate of 20 per week; then, one-half of all "unready"
aircraft would become "ready". Not so in WIR! First, before any
replacement aircraft are flown in, a VARIABLE number of unready aircraft
become ready. This number will be one-half of unready aircraft, plus one
to five additional aircraft; however, where there is a very large number
of unready aircraft, there is another limiting factor, based on a
maximum percentage of unready aircraft- effectively, the maximum number
that will become ready is usually 30, but sometimes 40. Example: if 15
are unready, the number becoming ready will be 8, plus a variable from 1
to 5; but if 100 are unready, the number becoming ready will be 30 or
40.

Then, only AFTER unready aircraft become ready, replacement aircraft
arrive: but only 10, not 20 as in SF. And these new arrivals won't have
a chance to become ready until the following week. This is more
realistic, and has several consequences: unready aircraft do not become
ready as quickly, and it takes longer to build a squadron up to a
greater strength, even if replacement aircraft are available in the
pool.

Last but not least: your aircraft can fly E, C, and G missions during
the ground combat phase, even if you used them in the interdiction
phase, or "transferred" them into the HQ that turn; just make sure the
fighters are set on "E" or "C" (it doesn't matter which; both settings
will fly both missions during ground combat phase); and that the bombers
and fighter-bombers are set on "G".

Pilot experience was dealt with in the SF notes; there is still
opportunity for great experience gain in WIR: I saw my Hurricanes knock
down 11 110's without loss, and my squadron's experience jumped from 27
to 45!
MikeB
Posts: 229
Joined: Wed Oct 30, 2002 7:04 am
Location: Ottawa Canada

Air

Post by MikeB »

Thankyou...

I'll need to read it to digest it. What does "SF" stand for?

I have noted that Russian air on CAP will NOT fly escort to a distance of 7 hexes for a combat initiated by the Russians....whereas German air on CAP will fly escort to a combat initiated by the Germans.
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JagdFlanker
Posts: 744
Joined: Fri Jul 25, 2003 9:18 pm
Location: Miramichi, Canada

Post by JagdFlanker »

SF is Second Front - the precurser of WiR with I believe no mouse and basic graphics. If you wanna look:

http://www.the-underdogs.org/game.php?name=Second+Front


I think yer right on the CAP thing, but do they escort with the same amount of planes, or more/less planes? I played as Germany twice and am in my first Russian game, so I havn't noticed most of the undocumented detail patterns except from what I read from that text file. Actually, I'll attach it to this message for everyones's enjoyment - it's written for a previous version so some of the topics are no longer valid (like german korps leaving all their equipment behind on tactical marches), but stuff like Part VI - Over the Reich are VERY interesting!
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