Over-effective partisans
Moderators: Joel Billings, JanSorensen
RE: Over-effective partisans
I think the 'Partisan alert' icon does show when you wont have the resource point to combat them.
RE: Over-effective partisans
ORIGINAL: Uncle_Joe
I think the 'Partisan alert' icon does show when you wont have the resource point to combat them.
The partisan icon only shows if you do not have enough troops to keep the partisan number in check. I.e. the number of troops you have in the region is less than the current partisan number and you will suffer an attack at the beginning of the next production phase. The supply situation is not taken into account.
Jorgen
RE: Over-effective partisans
I know I've seen the 'Partisan Alert' when I've had enough troops in the region to cover it and it has only gone away when I re-established supply. This was after I had taken Australia and was garrisoning Victoria. I had 4 Infantry there and couldnt understand why the 'Partisan Alert' was still there. I sent a Transport down there, dropped off a Supply unit and the icon went away. The only thing I can conclude is that they needed the Supply to remove the icon. *shrug*
RE: Over-effective partisans
ORIGINAL: Uncle_Joe
I know I've seen the 'Partisan Alert' when I've had enough troops in the region to cover it and it has only gone away when I re-established supply. This was after I had taken Australia and was garrisoning Victoria. I had 4 Infantry there and couldnt understand why the 'Partisan Alert' was still there. I sent a Transport down there, dropped off a Supply unit and the icon went away. The only thing I can conclude is that they needed the Supply to remove the icon. *shrug*
I could be wrong. The way I told it is how I remember we defined it, maybe a change was made which I missed.
Jorgen
RE: Over-effective partisans
Partisans are a cumulative effect.
For example;
1)Eastern France has a population center of 2. That means that each turn 2 partisans will be generated NO MATTER WHAT.
2)If upon first capture, you garrison 2 inf/airbrne/mil/arm in the province, when the 2 partisans are generated next turn, your troops will quell those 2.
3)If you have only one garrison unit, when the 2 partisans are generated, your troops will only quell one (1), thus leaving a net 1 partisan left to do damage.
4)If you keep only one garrison unit until the next turn, 2 partisans are generated, your troops only quell one (1), thus leaving, NOW, a net 2 partisans to do damage.
5)If now, you go and add another garrison, up to 2 units now. 2 Partisans are generated, your troops quell 2, THERE ARE STILL A NET 2 PARTISANS to do damage. To eliminate the 2 net excess partisans you need more troops, either 2 more in one turn, or 1 garrison extra for 2 turns.
6) The IMPORTANT thing to remember is partisans are CUMULATIVE, not a one time thing.
7) Another IMPORTANT thing to remember is no matter how many garrison units you have, you MUST have one (1) supply to combat the partisans.
8) last, if net excess partisans reaches 5, then they can begin to damage military units in the province. Up to 5 they can only damage resource pool/supply/resource centers/infrastructure
Hope this clears the partisan issue up!
later fellas!
Mike
For example;
1)Eastern France has a population center of 2. That means that each turn 2 partisans will be generated NO MATTER WHAT.
2)If upon first capture, you garrison 2 inf/airbrne/mil/arm in the province, when the 2 partisans are generated next turn, your troops will quell those 2.
3)If you have only one garrison unit, when the 2 partisans are generated, your troops will only quell one (1), thus leaving a net 1 partisan left to do damage.
4)If you keep only one garrison unit until the next turn, 2 partisans are generated, your troops only quell one (1), thus leaving, NOW, a net 2 partisans to do damage.
5)If now, you go and add another garrison, up to 2 units now. 2 Partisans are generated, your troops quell 2, THERE ARE STILL A NET 2 PARTISANS to do damage. To eliminate the 2 net excess partisans you need more troops, either 2 more in one turn, or 1 garrison extra for 2 turns.
6) The IMPORTANT thing to remember is partisans are CUMULATIVE, not a one time thing.
7) Another IMPORTANT thing to remember is no matter how many garrison units you have, you MUST have one (1) supply to combat the partisans.
8) last, if net excess partisans reaches 5, then they can begin to damage military units in the province. Up to 5 they can only damage resource pool/supply/resource centers/infrastructure
Hope this clears the partisan issue up!
later fellas!
Mike
"Yeah that I walk through the valley of the shadow of death, I shall fear no evil...because I am."
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RE: Over-effective partisans
One thing to note - in the report you get about partisan activitis, if an infrastructure unit is already damaged it will show up in the report as "being damaged". I've seen lots of instances where if a rail of resource gets damaged by somethig other than partisans, it will show up on the list as "damaged by partisans" despite no additional damage being done.
If looks like it reports damage if any items in the area are already damaged. Or can partisnas damage but not destroy things, so a 2nd damage to somethig already damaged just stays damaged?
If looks like it reports damage if any items in the area are already damaged. Or can partisnas damage but not destroy things, so a 2nd damage to somethig already damaged just stays damaged?
RE: Over-effective partisans
Paul;
From my experience, the pop-up shows infrastructure that is damaged..period. Since units go to a factory to get repaired, they would never show up later in a damage report. Infrastructure, however, doesnt "leave" if it damaged, so later attacks will show what you "just" damaged as well as damage that is in existence. The one thing it doesnt elaborate on is whether it is "yellow" damage or "red" damage level.
Mike
From my experience, the pop-up shows infrastructure that is damaged..period. Since units go to a factory to get repaired, they would never show up later in a damage report. Infrastructure, however, doesnt "leave" if it damaged, so later attacks will show what you "just" damaged as well as damage that is in existence. The one thing it doesnt elaborate on is whether it is "yellow" damage or "red" damage level.
Mike
"Yeah that I walk through the valley of the shadow of death, I shall fear no evil...because I am."
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RE: Over-effective partisans
Right - To me it should just report "new" damage inflicted by the partisans in teh immediately preceding round of partisan attacks. Seeing "resource damaged" all the time can lead one to believe partisans are doing far more damage than they actually are. Particularly in places like belgium where I on't repair teh railway sall teh way and typically leave one "damaged" - it is discincerting to se" rail damaged by partisans" all teh time and have to check to see if they damaed it AGAIN or if it still just damaged because I only repaired it halfway.
RE: Over-effective partisans
Agreed. That would be a nice addition/change to see in a later patch.
This same "vague" sense of damage is also the case with strategic attacks. You have to actually view the area after to see if you "actually" hit anything, or if it was already damaged.
ANother change would be to "grey" out the infrastructure attack if all the infrastructure in a zone is red level damage. The game will allow you to attack even if you cant possibly damage the infrastructure any further.
By the way...."infrastructure" is one of the hardest words to type! geesh! I mispelled it like 50 times![&:][;)]
later
Mike
This same "vague" sense of damage is also the case with strategic attacks. You have to actually view the area after to see if you "actually" hit anything, or if it was already damaged.
ANother change would be to "grey" out the infrastructure attack if all the infrastructure in a zone is red level damage. The game will allow you to attack even if you cant possibly damage the infrastructure any further.
By the way...."infrastructure" is one of the hardest words to type! geesh! I mispelled it like 50 times![&:][;)]
later
Mike
"Yeah that I walk through the valley of the shadow of death, I shall fear no evil...because I am."
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RE: Over-effective partisans
My first encounter with "infrastructure" outside of SAT preps... was in AH's Third Reich, which had a rules section entitled "Rules of infrastructure" I finally under stood, but cutting my teeth on that game...well, some think it has left me permanently scarred 



RE: Over-effective partisans
6) The IMPORTANT thing to remember is partisans are CUMULATIVE, not a one time thing.
Question: the rules seem to indicate that partisans that attact infrastructure but fail are eliminated (p. 95). Isn't that a common way that most accumulated partisans are eliminated?
Rex Lex or Lex Rex?
- Paul Vebber
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RE: Over-effective partisans
To my experience success at infrastructure attacks is realtively rare, so "rope a dope" strategies of letting them punch themselves out won't be too effective. I'm not convincd that is even actually occuring - i will have to look, I have not seen partisan levels go down for any reason except occupation forces. i have not looked closely though. Something to keep an eye on next game! Thanks!
RE: Over-effective partisans
heheh!
I think it is the "-str", "-tur" combo that gets my fingers all out of whack on the keyboard! I should do a research study on finger dexterity and ........ah heck, what am I saying, that would take time from my gaming! [;)]
As for Third Reich.....I think I have PTSD from it as well. The diplomatic section alone still makes me wake screaming at night! [&:] And if I hear about a BP ever again I may just end it.... hehe....[:'(]
A game that left me even more scarred then 3rd Reich was GDW's Air Superiority. Their game of modern aerial combat. You basically have to pass flight school...twice...to understand the rules. [X(]
Cheers!
Mike
I think it is the "-str", "-tur" combo that gets my fingers all out of whack on the keyboard! I should do a research study on finger dexterity and ........ah heck, what am I saying, that would take time from my gaming! [;)]
As for Third Reich.....I think I have PTSD from it as well. The diplomatic section alone still makes me wake screaming at night! [&:] And if I hear about a BP ever again I may just end it.... hehe....[:'(]
A game that left me even more scarred then 3rd Reich was GDW's Air Superiority. Their game of modern aerial combat. You basically have to pass flight school...twice...to understand the rules. [X(]
Cheers!
Mike
"Yeah that I walk through the valley of the shadow of death, I shall fear no evil...because I am."
RE: Over-effective partisans
Parts are way to effective. They might be effective for a while, but with out outside supply and help they'd fall apart perty quick.
One thing with Russia, I only keep a single coridor from East Germany to Vladivostock garisoned, most of Russia is useless.
One thing with Russia, I only keep a single coridor from East Germany to Vladivostock garisoned, most of Russia is useless.
RE: Over-effective partisans
ORIGINAL: Traveler
Parts are way to effective. They might be effective for a while, but with out outside supply and help they'd fall apart perty quick.
One thing with Russia, I only keep a single coridor from East Germany to Vladivostock garisoned, most of Russia is useless.
[:)] Exactly the reason I would like to see the partisans more effective. I have never seen partisans destroy a combat unit but I really really really would like the possibilty that partisans can take over a region witch switches then back to the original owner (partisans will be converted to milita)
RE: Over-effective partisans
ORIGINAL: Sombra
[:)] Exactly the reason I would like to see the partisans more effective. I have never seen partisans destroy a combat unit but I really really really would like the possibilty that partisans can take over a region witch switches then back to the original owner (partisans will be converted to milita)
Militia have regular military equipment. With out a external conection how would they be more than a rable (after all things like secret police and special units did exist but arn't modeled in the game).
RE: Over-effective partisans
Has anybody else had suspicions of a partisan bug? I have not totally read up on the rules governing partisan activity, but the postings here are in line with my previous understanding, i.e. if you have a partisan figure of 3, you have to have three "valid" and supplied units to quell them. However, on several occasions I have had just that and the bombs still explode over Europe when ending movement phase. This has lead me to always over-garrison by at least one unit. Does anybody have a logical explanation for this (not to my reaction, but the games action [:)])
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RE: Over-effective partisans
As long as the partisan value is greater than 0 you will see the "bombs". If you keep the one,or more, extra unit there long enough the partisan value will reach 0 eventually. Then you only need to keep troops there that equal the pop count for that provence.
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
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but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
RE: Over-effective partisans
I generally take the opposite extreme. I try to garrison almost every Russian territory with a single militia whether it contains a population point or not. Not only does this mean that I never see partisans, it also gives me some defense in depth and a reserve force that can get in the way of any Soviet breakthrough.ORIGINAL: Traveler
Parts are way to effective. They might be effective for a while, but with out outside supply and help they'd fall apart perty quick.
One thing with Russia, I only keep a single coridor from East Germany to Vladivostock garisoned, most of Russia is useless.