Doubt about resting units

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
Post Reply
User avatar
voroshilov17
Posts: 80
Joined: Thu Jan 07, 2021 7:22 pm

Doubt about resting units

Post by voroshilov17 »

Hi everyone!

I have checked out many videos, tutorials, manuals and forums and I didn't find this information yet so I ask here so it could help also for other noob players.

As far as I know (I don't know if it is correct or not) the limit value for readiness and supply values is 33%. Having one of those fields under 33% is extremly harmful for the unit so we must avoid having less values than 33% in those fields. (Correct me if I'm wrong)
That being said, If I want to rest one of my units, what do I have to do? What is the better option to let that unit rest? Can I move it to another hex or it's preferable to let it in the same hex without moving? At the same time, what should be its status:mobile reserve, dig-in, tactical reserve...?

Thank you everyone!
User avatar
Curtis Lemay
Posts: 15299
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Doubt about resting units

Post by Curtis Lemay »

ORIGINAL: voroshilov17

Hi everyone!

I have checked out many videos, tutorials, manuals and forums and I didn't find this information yet so I ask here so it could help also for other noob players.

As far as I know (I don't know if it is correct or not) the limit value for readiness and supply values is 33%. Having one of those fields under 33% is extremly harmful for the unit so we must avoid having less values than 33% in those fields. (Correct me if I'm wrong)
That being said, If I want to rest one of my units, what do I have to do? What is the better option to let that unit rest? Can I move it to another hex or it's preferable to let it in the same hex without moving? At the same time, what should be its status:mobile reserve, dig-in, tactical reserve...?

Thank you everyone!
There is a limit of 33 for readiness, not for supply. Regardless, the impact of those values is linear. Strength is (readiness + supply + 2xproficiency)/4.

Rest means you don't move or attack (or be attacked) for a whole turn. Any movement cancels the Rest status for that turn.
Reserve status would tend to move the unit, so avoid that.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
voroshilov17
Posts: 80
Joined: Thu Jan 07, 2021 7:22 pm

RE: Doubt about resting units

Post by voroshilov17 »

Thanks a lot for your reply!

So I guess the best would be don`t move the unit so it can rest. But what would be the optimal status so that unit could rest? Deploy:Mobile or Deploy:Dig In ? Does the second one prevent the unit for resting?

Thanks a lot!
User avatar
Curtis Lemay
Posts: 15299
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Doubt about resting units

Post by Curtis Lemay »

ORIGINAL: voroshilov17

Thanks a lot for your reply!

So I guess the best would be don`t move the unit so it can rest. But what would be the optimal status so that unit could rest? Deploy:Mobile or Deploy:Dig In ? Does the second one prevent the unit for resting?

Thanks a lot!
Digging in counts as movement. But, once dug in, its resting.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Zovs
Posts: 9275
Joined: Sun Feb 22, 2009 11:02 pm
Location: United States

RE: Doubt about resting units

Post by Zovs »

You have to also understand what those three modes mean.

M or Mobile means ready for orders/actions/movement and if it does nothing this turn its 'resting'.

T or Tactical Reserve means that the unit has been given orders to respond or react to any combat in adjacent hexes. This is turn will cancel it's resting status.

L or Local Reserve means that the unit has been given orders to respond or react to any combat in a range of hexes (I think its 1/2 its MPs). This is turn will cancel it's resting status.

D/E/F = Dug-in/Entrenched/Fortified means the unit is in (if selected this turn) the process of moving from M (or mobile/rest) status to D/E/F. This helps in the defense of your unit.

If you have units that are below 50% readiness (or worse 33% or lower) then you need to rest your unit. The best way to do that is to move it to the rear, put it on a road (paved better than dirt) or on a rail. Also if its stacked with an HQ or near a supply source that will help it regain readiness each turn.

Welcome to the wonderful world of TOAW...
Image
Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
User avatar
golden delicious
Posts: 4163
Joined: Tue Sep 05, 2000 8:00 am
Location: London, Surrey, United Kingdom

RE: Doubt about resting units

Post by golden delicious »

ORIGINAL: Zovs

If you have units that are below 50% readiness (or worse 33% or lower) then you need to rest your unit.

Well that depends- if the other guy's on the run, you might want to just keep on hitting him...
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
User avatar
Zovs
Posts: 9275
Joined: Sun Feb 22, 2009 11:02 pm
Location: United States

RE: Doubt about resting units

Post by Zovs »

ORIGINAL: golden delicious

ORIGINAL: Zovs

If you have units that are below 50% readiness (or worse 33% or lower) then you need to rest your unit.

Well that depends- if the other guy's on the run, you might want to just keep on hitting him...


Yes that is true and very valid!
Image
Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
secadegas
Posts: 287
Joined: Wed May 16, 2007 8:47 am

RE: Doubt about resting units

Post by secadegas »

ORIGINAL: Curtis Lemay

Digging in counts as movement.

I was surprised by that and ran some tests. Upon the results it seems that digging doesn't affect the resting bonus if the unit doesn't move.

So Digging in doesn't count as movement concerning re-supply.








User avatar
Curtis Lemay
Posts: 15299
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Doubt about resting units

Post by Curtis Lemay »

ORIGINAL: secadegas

ORIGINAL: Curtis Lemay

Digging in counts as movement.

I was surprised by that and ran some tests. Upon the results it seems that digging doesn't affect the resting bonus if the unit doesn't move.

So Digging in doesn't count as movement concerning re-supply.

That may be the result, but it hardly sounds like resting.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Doubt about resting units

Post by sPzAbt653 »

8.2.8.
Defending – The unit is deployed to defend the location. There are defensive advantages for this deployment and supply advantages for not moving.


From the Department of Making Stuff Up, I would guess that no matter what the scale, units wouldn't be physically digging in the entire turn. They must take a rest at times even in a six hour turn, right?

I would also guess that since there is no way to 'Defend' without 'Digging In', that Norm considered the above along with other aspects when constructing these functions.
User avatar
Lobster
Posts: 5582
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: Doubt about resting units

Post by Lobster »

I guess Norm decided if a unit didn't physically change hexes it wasn't moving.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
Post Reply

Return to “The Operational Art of War IV”