How many retained movement points to guarantee combat

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
Zardoz02
Posts: 10
Joined: Fri Apr 01, 2016 4:11 am
Location: Melbourne, Australia

How many retained movement points to guarantee combat

Post by Zardoz02 »

Can somebody point me to the manual section, or elsewhere, that specifies the minimum movement points that a unit needs to keep available to guarantee that it can engage in combat following movement? Thanks.

Also, should I be surprised to find at a unit, adjacent to two enemy units such that one enemy unit is closer to my territory than the other one, can only engage one of the enemy units in combat even though the terrain and the relative position of other enemy units is the same for both those enemy units?

thanks

Tony
Spale69
Posts: 21
Joined: Thu Jan 05, 2023 12:53 pm

Re: How many retained movement points to guarantee combat

Post by Spale69 »

Hello,

I am also kind of newbie for the game, but will try to help. For sure, more experienced guys monitoring the forum will correct me where wrong.

Basically, you have to understand a concept of 10 tactical rounds so to say that you have in your turn. That affects movement and battle. If you have a unit with movement allow. of 10 and you invest 5 into movement, you have 50% of "time" measured through combat rounds to do the battle. Each battle, as you probably noticed in the results screen is divided into steps - rounds. So If you start a battle with fresh unit (unmoved) it has a chance (but not necessarily!) to fight all the way through. If you use a unit which has 80% of its time spent on movement, it can fight a round (I think, though not sure that if you have 1 round left - it is useless?). Also if you mix units that have been moved x% of their movement allowance with non-moved units before starting the battle - even the non-moved units will have time stamps adjusted to 100- x% (to simulate waiting for the arrival of the moving guy).

How long a battle will last is a complex things, depends on the number of units, mutually opposing types (try battle with tanks that cannot eff. kill inf against inf that cannot kill tanks;), loss tolerance, some parameter in the scenario setting (search manual for MRPB), and - though again not sure - terrain, entrenchment level for sure and so on. So complex thing.

I suggest you to check:

https://www.matrixgames.com/forums/view ... 4&t=317366

https://www.matrixgames.com/forums/view ... 4&t=284270

...and also a manual maybe 14.1, 14.2 and 14.3.

Regarding simultaneous attacks, well, at one point you can order one unit to attack one other field with enemy. You do have the option to split your force (right-click -> divide). But that will make them of course...well...lesser prof. and weaker. The other thing is to use maybe expected shorter attacks to one enemy field with non-divided unit but with projected low turn burn (successive shorter fights on both sides), maybe with minimize loss settings, or even with limited attack. But anyhow...if you have 2 enemies on your flanks close by already...assuming that they are of some, even minimally respectable strength...even in reality would be a scenario to worry about;)

Cheers!
User avatar
Curtis Lemay
Posts: 14721
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: How many retained movement points to guarantee combat

Post by Curtis Lemay »

Zardoz02 wrote: Tue Jan 30, 2024 8:23 am Can somebody point me to the manual section, or elsewhere, that specifies the minimum movement points that a unit needs to keep available to guarantee that it can engage in combat following movement? Thanks.
It's gotta have enough MPs remaining to enter the target hex.
Also, should I be surprised to find at a unit, adjacent to two enemy units such that one enemy unit is closer to my territory than the other one, can only engage one of the enemy units in combat even though the terrain and the relative position of other enemy units is the same for both those enemy units?
Check that the MP cost is the same for both. Better, post an example that's got you stumped.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Zardoz02
Posts: 10
Joined: Fri Apr 01, 2016 4:11 am
Location: Melbourne, Australia

Re: How many retained movement points to guarantee combat

Post by Zardoz02 »

Curtis Lemay wrote: Tue Jan 30, 2024 4:31 pm It's gotta have enough MPs remaining to enter the target hex.
Yes right. Simple when you put it like that, thanks. I'm sure my other question will turn out to have the same answer.
User avatar
TheeWarLord
Posts: 105
Joined: Fri Nov 17, 2017 7:35 pm

Re: How many retained movement points to guarantee combat

Post by TheeWarLord »

Greetings,
Additionally, if you are in a limited attack mode, you won' t advance after combat.
Post Reply

Return to “The Operational Art of War IV”