Couple game mechanics questions...

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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mogami
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RE: Couple game mechanics questions...

Post by mogami »

Hi A base supply required number is what a base requires. Non base hexes will always be 0 because there is not a base there. I don't know where the supply present number comes from.
The numbers that matter for non base hexes are the amount the units have and the amount they require and these numbers are only true in the unit (not hex) menus
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I'm not retreating, I'm attacking in a different direction!
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pasternakski
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RE: Couple game mechanics questions...

Post by pasternakski »

Only thing is, Mog, when you go to the individual unit screen, it always shows adequate supply for the unit even when you know that no such supply is actually present.

I don't see it as a big thing, and I certainly have no complaints, because I know how to manipulate it to my advantage...

My vote is to leave it alone ... of course, I voted the straight Shiite ticket in the last election, too ...
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
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Ron Saueracker
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RE: Couple game mechanics questions...

Post by Ron Saueracker »

ORIGINAL: esteban
ORIGINAL: Ron Saueracker

OK. Couple questions here.

I just lost all units in Singapore after only one attack. Fortress level 7. 48000 troops, 60+ EXP and all with high Singapore prep...it was April 15th, 42, entrenched vs approx 250000. Japanese shock attack yields 32:1 odds after eng reduce fort to 6. Surrender! While I'm not questioning the result from an historical rationale (like IRL, the British surrendered by prolonged negotiation), I'm wondering about the difference in performance under similar odds by units surrounded by enemy in non base hexes. These non base hex units seem to withstand these same odds turn after turn yet when a base hex is involved the forces simply crap their pants and throw in the kerchief (pansies!).

Second observation/possible design flaw. I had two squadrons of P40E based at Singapore and these were lost. (Arrrgh[X(][;)]) Darn retards should know to fly to next base...after all, LCUs can retreat, why not aircraft?) I digress...this is not the problem. Both squadrons were understrength and I had approx 25 P40E in the pool with no squadrons set to receive replacements or upgrade to P40E. After the squadrons were lost, the pool shows 2 P40E. I think when squadrons are lost in this manner the pool is raped to fill out the squadrons.

I'll send the saves to anyone who wants to look at this.

Did you have that boob Percival still in command? That could explain a lot.

Also, I think that there should be an option to surrender in that case. Here you had 50,000 guys, outnumbered 5-1, who just lost their entrenchments and supplies (singapore would have been taken in the assault anyway) and have no path of retreat.

It doesn't surprise me that they surrendered.

As for the P-40s, you should have got them out of Dodge when you had the chance!! At the very least, since one unit was 60% strength, and the other 30%, and to conserve supplies in a besieged base you probably had replacements turned off, you should have disbanded one group into the other and then reform the first group from replacements 90 days later.

Is there something that you could accomplish with 2 understrength fighter groups that you couldn't do with one full strength group that you divided into 3 squadrons?

I had enough P40Es to fill both out when I tranferred them. I just did not expect an immediate capitulation from one attack when units in non base hexes in worse circumstances withstand multiple attacks.
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bradfordkay
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RE: Couple game mechanics questions...

Post by bradfordkay »

Actually, I have noticed that many of those units in non-base hexes are sitting with low or zero supplies. It appears that Pasternakski has found a situation where they recover better in a non-base hex (where the unit is in a hex that supply can reach, even if it is a non-base) but those units that are out of reach of supply or cut off by enemy zones of control are hurting for supply.
fair winds,
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Desertdaddy
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RE: Couple game mechanics questions...

Post by Desertdaddy »

I also have noticed that the number of supplies listed for a unit in a non-base hex is the same no matter where on the map the unit is. My number is a little different at 100621, but from turn to turn it does not change at all. If this is supposed to show I’m being supplied from some far off base, how come the number is the same for 1 hex outside San Fran, 2 hexes out of Rangoon, all through out China and on all the railways hexes in Oz that currently have a unit? Do supply lines cross the sea?
I was attacking down toward Rangoon, the supplies in Mandelay were low (units in the base were not getting their supplies and suffering for it) but the guys outside the base, closer to the front, were fine and doing better then the troops in base. Why is this? When I figured out what was happening I moved everyone out of the base, got them all into good supply (in a non base hex closer to the front) and continued on to Rangoon.

I think there is a small problem with the non-base hex supply thingy that needs further investigation.
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