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BrickReid
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Post by BrickReid »

Originally posted by Ed Cogburn:



Of *COURSE* it can make a major difference! Ask yourself *WHY* thats the case. If Gary meant to allow "HQ mules", why didn't he make it so that any HQ could help any corps in range?

Thank you Svar for responding in part to Ed's comment on my Mr. Ed's (refers to my use of the term "mules" and is taken from a 1960's comedy about a talking mule - just a joke, Ed. No offense meant - seems we need to lighten up around here, myself included).

I also need to respond a little about what an exploit is. Or rather repost my former comment: QUOTE: "I consider a fair game to be subjective rather than an objective concept. You can play the game as a strict historian and place non-game induced limits on play or you can consider anything that the game lets you do to be fair and the only way to cheat is to make edits of the files outside of the game. And anything in between. For myself, I use the game features that are in the rule book as an initial source and whatever I can figure out how to do as all being legitimate." And MOST IMPORTANTLY: "I do this because game developers are notorious for leaving out features of a game so they can save a dollar." (I also mentioned that I don't go looking for exploits.)

The availability of HQs for the Soviets at the beginning of the game and other so called exploits may well be nothing more than an effort by Grigsby and company to balance an imperfect game. The fact that it is not in the game book is irrelevent when you consider the shoddy job SSI has historically done on game books for all of their games (and I've owned well over 10 SSI games including WIR, Western Front, Pac War, and Carrier Strike). If you ONLY play a computer GAME exactly as described in the rule book you are doing yourself a serious injustice. Suffice to say this discussion has made it so that I would lay out all ground rules in advance for any player that I'm not accustomed to playing a game with before the first turn is executed.

Ed, I do respect your loyalty to trying to play a strictly historical game. It lends a great deal of value to the results of games played. I would just say that strict adherence to the game guide is not necessarily the best way to achieve that end. Oh, and OP points are Supply points in my opinion. If they had anything to do with Leadership then the leadership rating would be used to figure out OP points available, which is not the case at all.
murx
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Post by murx »

Uhm, I found the 202nd appeared in '43 I think - at the Italian Front but it showed very early (early '42 IIRC) in the game.

The 65335 thing - hrm, I haven't got the savefile anymore - but how about just creating a scenario with an encircled unit with more the 65355 soldieers in and test? (I'm not into editing, sorry). But if I encounter it th next time I'll send the file.

For those who want historical correctness:

Then assaults involving Corps from different Army-HQs (or even Armygroups !) shouldn't be allowed or have serious drawbacks. Esp. the 'massive airsupport' wont be possible then. Also changing HQs should result in some serious readiness drops.

murx
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Josans
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Post by Josans »

Originally posted by murx:


For those who want historical correctness:

Then assaults involving Corps from different Army-HQs (or even Armygroups !) shouldn't be allowed or have serious drawbacks. Esp. the 'massive airsupport' wont be possible then. Also changing HQs should result in some serious readiness drops.

murx

We can not fotget that supply in WIR is taked in very abstracted form :the hex. In a 6 supply hex you can get 60 OPs.This is the maximus I can get for my operations combat and no more. No matter you have a great amount of OPs in the others HQs.
You cant accumulate supplies for an offensive!!!
If you could choose the supply level for a HQ (send the ammo and fuel a Hq needs to the inmediate action) would be a solution but in Wir you cant. So changing corps from HQs for special supply purposes would be a form to arrange the historical limitations WIR have. Maybe its not the best solution but I dont believe the actual supply system is better ( Hqs that dont make nothing with full supplies and others with problems to make actions, and each turn always the same).


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Post by jager506 »

While I'm in favor of as much historical accuracy as is feasible in a computer simulation, I tend to agree that using mule HQs for special supply is no more criminal than Patton's getting the lion's share of logistics during 1944. For the Germans, due to their relative scarcity of HQs, there are only so many attack corps that can be buffed up per week - many other corps will not enjoy special supply and will suffer accordingly. As has also been pointed out, the Soviets get a huge number of HQs (1st Belo, 2nd Belo and Stalingrad Fronts for example certainly weren't available in 1941) and profit the most from using mule HQs but due to the special supply bug this doesn't help them one bit in the current 1941 campaign, which I found out the hard way in my 1st PBEM game as Soviet! <img src="frown.gif" border="0">

That said, I would like to applaud the decent and civilized attitude (read: apologizing, mediating and/or backing down tactfully) of Rick, Mist, Ed et al. IMO Rick is perhaps the most diplomatic of us all - can't imagine a Colin Wright going this far <img src="wink.gif" border="0">
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Post by Svar »

Originally posted by Chimera:

As has also been pointed out, the Soviets get a huge number of HQs (1st Belo, 2nd Belo and Stalingrad Fronts for example certainly weren't available in 1941) and profit the most from using mule HQs but due to the special supply bug this doesn't help them one bit in the current 1941 campaign, which I found out the hard way in my 1st PBEM game as Soviet! <img src="frown.gif" border="0">



Chimera,

Just for information, both the Germans and the Soviets get 25 Hqs in the game. The only real difference is that 4 of the German Hqs are currently immobile because of their special CAP capabilities and the WIR redesign teams' desire to eliminate their expliotation. The only problem with that is the range from those 4 HQs to any USAAF target effects the number of fighters that intercept the bombers. It would be nice if the player could place those HQs where he wants them at the start of a game and then they not be allowed to move. That way he could at least control his fighter coverage over Germany.

Svar
BrickReid
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Post by BrickReid »

Originally posted by Svar:


Chimera,

Just for information, both the Germans and the Soviets get 25 Hqs in the game. The only real difference is that 4 of the German Hqs are currently immobile because of their special CAP capabilities and the WIR redesign teams' desire to eliminate their expliotation. The only problem with that is the range from those 4 HQs to any USAAF target effects the number of fighters that intercept the bombers. It would be nice if the player could place those HQs where he wants them at the start of a game and then they not be allowed to move. That way he could at least control his fighter coverage over Germany.

Svar

I had not realized that both sides have the same number of HQs. With 4 German HQs locked up and 2 Soviet HQs locked up.

Oh, btw: The Mr. Ed thing above, about Mr. Ed being a talking mule on a TV show from the 60s. After thinking about it I realized that Mr. Ed was a talking horse and that a talking mule came from another program from the same era. Wasn't a very good joke to begin with and now it's pretty stupid (it was my own joke, so I'm not criticizing anyone else). Anyway, I hope I have not offended Ed or anyone else with my cavalier use of language and bad jokes. Sorry.
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Post by Svar »

Originally posted by BrickReid:


I had not realized that both sides have the same number of HQs. With 4 German HQs locked up and 2 Soviet HQs locked up.


BrickReid,

Actually, no Soviet HQ is locked up. STAVKA has all other HQs subordinate to it so there is very little room to place ground units there but you can move it and operate up to 10 air groups from it. RVGK on the other hand can't operate the air groups located within it but neither can the German player bomb it. The AI uses RVGK as a training HQ for all the attached air groups and has the ability to store an unknown number of air groups there much to its own detriment if there are no air groups operating in the theater.

Svar
RickyB
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Post by RickyB »

Originally posted by Chimera:
While I'm in favor of as much historical accuracy as is feasible in a computer simulation, I tend to agree that using mule HQs for special supply is no more criminal than Patton's getting the lion's share of logistics during 1944. For the Germans, due to their relative scarcity of HQs, there are only so many attack corps that can be buffed up per week - many other corps will not enjoy special supply and will suffer accordingly. As has also been pointed out, the Soviets get a huge number of HQs (1st Belo, 2nd Belo and Stalingrad Fronts for example certainly weren't available in 1941) and profit the most from using mule HQs but due to the special supply bug this doesn't help them one bit in the current 1941 campaign, which I found out the hard way in my 1st PBEM game as Soviet! <img src="frown.gif" border="0">

That said, I would like to applaud the decent and civilized attitude (read: apologizing, mediating and/or backing down tactfully) of Rick, Mist, Ed et al. IMO Rick is perhaps the most diplomatic of us all - can't imagine a Colin Wright going this far <img src="wink.gif" border="0">

Thanks for the comments and contribution, Chimera and everybody. I am glad that this forum does not deteriorate into flame wars and personal attacks, while I think everyone can voice their opinion about things. The number of ideas brought forth here are great both in quantity and quality, it is just too bad we can't implement so many of them in the dinosaur that we are playing. And to make it all work, we have to realize these are personal opinions while not taking it personally when someone disagrees. That is not always easy to do, but this group does a great job with it.

Thanks to everyone!
Rick Bancroft
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alfmdoncel
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Post by alfmdoncel »

Sorry for that; i was only trying to learn how to use the forum to post something in the future!!
Svar
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Post by Svar »

Originally posted by Alfonso M:
Sorry for that; i was only trying to learn how to use the forum to post something in the future!!
Alfonso M,

If you want you can detete any post that you orginated. Simply open the edit post window and check the delete box in the upper left corner. The edit post button is the paper and pencil icon.

Svar
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Post by Ed Cogburn »

Originally posted by Svar:

If Operation Points in WIR were the same thing as Preparation Points in Pac War, I would agree with you. Unfortunately, Operation Points in WIR are generated and used just like supply and fuel is used Pac War so the planning/command and control aspect you want to assign to Operation Points just doesn't exist.


Preparation Points in PAC are just the same thing by a different name. The are created in a similar fashion (both games have a formula for how many of these points you get in a turn), and used in a similar fashion (consumed by the front line HQ for its combat units). The "chain of command" works similarly: the parent HQ providing child HQ PPs, and then down to the combat units. The only difference is how more important leaders are in PAC when it comes to distributing points to combat units.

We've got a game that doesn't implement an historical aspect correctly, or at least just not "good enough". You and I have an understanding of what this abstract feature of OPs is supposed to be. You and I know that a corps with 2 chains of command is not suddenly twice as effective with its normal abilities doubled in effect. 2 leaders don't give you that.

The game doesn't stop this, but just because the game doesn't try to block this exploit does not mean the understandings I mentioned above are automatically thrown out the window. The game doesn't stop you from putting infantry in a panzer corps and moving the full distance either. That doesn't mean the reality we know, that motorized forces can consistently travel at least twice as fast and as far as unmotorized units, is automatically thrown out the window either. Thats why Arnaud has tried to address both these issues.
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Post by Svar »

Originally posted by Ed Cogburn:



Preparation Points in PAC are just the same thing by a different name. The are created in a similar fashion (both games have a formula for how many of these points you get in a turn), and used in a similar fashion (consumed by the front line HQ for its combat units). The "chain of command" works similarly: the parent HQ providing child HQ PPs, and then down to the combat units. The only difference is how more important leaders are in PAC when it comes to distributing points to combat units.

We've got a game that doesn't implement an historical aspect correctly, or at least just not "good enough". You and I have an understanding of what this abstract feature of OPs is supposed to be. You and I know that a corps with 2 chains of command is not suddenly twice as effective with its normal abilities doubled in effect. 2 leaders don't give you that.



Ed,

I simply don't agree with your assessment that Preparation Points are the same thing as Operation Points. I think Operation Points are the same thing as supply and fuel are in Pac War. I don't think that WIR addresses the function that Preparation Points represent. In fact I have sent an E-Mail to 2by3 Games to ask that very question. No answer yet though and we may never get an answer directly but when Gary's new Eastern Front war game comes out we can see how he deals with the concept. Anyway that has always been my opinion.

Svar
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Post by Ed Cogburn »

Originally posted by BrickReid:


Thank you Svar for responding in part to Ed's comment on my Mr. Ed's (refers to my use of the term "mules" and is taken from a 1960's comedy about a talking mule - just a joke, Ed. No offense meant - seems we need to lighten up around here, myself included).


Oh, no, I didn't take it as an attack, I wasn't thinking about "Mr. Ed". Using secondary HQs to boost combat units sounds like those secondary HQs are "mules" carrying extra OPs. Thats what I thought you meant.


I also need to respond a little about what an exploit is. Or rather repost my former comment: QUOTE: "I consider a fair game to be subjective rather than an objective concept. You can play the game as a strict historian and place non-game induced limits on play or you can consider anything that the game lets you do to be fair and the only way to cheat is to make edits of the files outside of the game. And anything in between. For myself, I use the game features that are in the rule book as an initial source and whatever I can figure out how to do as all being legitimate."


OK.


And MOST IMPORTANTLY: "I do this because game developers are notorious for leaving out features of a game so they can save a dollar."


They are also notorious for not doing comprehensive testing on their products, and for not adding code to make certain aspects more "historical" or "correct" or "realistic". Gary left a lot of holes unplugged. Mostly I suspect because he either didn't have the time because of the looming deadline, or didn't see it himself. WiR is one of those games that takes forever to thoroughly test, so that there are bugs and realism issues with it is no surprise to me.


(I also mentioned that I don't go looking for exploits.)


I don't either and I never meant to imply you did, but when someone offers up a "tactic" which is really an exploit, I call it what it is.


The availability of HQs for the Soviets at the beginning of the game and other so called exploits may well be nothing more than an effort by Grigsby and company to balance an imperfect game.


I never called the number of HQs to the Soviets an exploit. The issue with the Mobile Corps had to do with the fact they are only in the '44 campaign, so my idea was to activate them for '44 and on. Both sides have roughly the same number of HQs, 25. The German player is perceived to have less because of the 2 Front HQs, and 5 minor ally HQs they can't use to the fullest.


The fact that it is not in the game book is irrelevent when you consider the shoddy job SSI has historically done on game books for all of their games


Agreed.


If you ONLY play a computer GAME exactly as described in the rule book you are doing yourself a serious injustice.


First I disagree about this being in the rule book. A player can play the game differently by changing his strategy to something that is non-historical but not in the manual either. Besides, WiR's rulebook doesn't tell you much at all anyway.

Second, what is the injustice? If you know the tactic you are using is "wrong" or "unrealistic" or "grossly ahistorical", why use that tactic? It makes victory meaningless.

Suffice to say this discussion has made it so that I would lay out all ground rules in advance for any player that I'm not accustomed to playing a game with before the first turn is executed.


Well, thats what a lot of people are doing now anyway, given all the exploits currently known.


Ed, I do respect your loyalty to trying to play a strictly historical game.


Why does everyone keep saying that? I'm not interested in "strictly" historical games, any more than I am interested in using air supply to send a panzer corps for a romp in the Soviet backfield for a couple of months. There are many things we can do differently that change the direction of the game, without resorting to using exploits.


It lends a great deal of value to the results of games played. I would just say that strict adherence to the game guide is not necessarily the best way to achieve that end.


As I said above, the victory becomes meaningless.


Oh, and OP points are Supply points in my opinion.


Not in my opinion I'm afraid. Calling them supply points just hides the dilemma you have if you recognize them for they historically *REPRESENT*, because if you do so you realize that HQ mules is an exploit.


If they had anything to do with Leadership then the leadership rating would be used to figure out OP points available, which is not the case at all.


Gary's PAC used leaders much more in the determination of points allocated to combat units, but the determination of how many total points were given for each turn are not based on any leader's rating in either game. I don't know why Gary did chose not to use leaders to determine how many points units got, but he did it in PAC. However, the absence of a leadership check does not change the fundamental problem, that being using 2 HQ's infrastructure for one combat unit doesn't make sense.

I used leadership as an example, there is more to those points than just leaders. Ignoring individual leaders, how does having 2 separate but identical command structures help? Does having 2 logistical systems gaurantee double supplies? Does 2 separate but indentical replacements systems gaurantee double replacements? Why would the army use both systems if they are only providing support to 1 combat unit? I mean this whole thing is crazy, the obvious question we inevitably come back to is what does 2 HQs supporting one unit gain you? Nothing, its illogical, and so is HQ mules.
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Post by Ed Cogburn »

Originally posted by murx:
Uhm, I found the 202nd appeared in '43 I think - at the Italian Front but it showed very early (early '42 IIRC) in the game.


Rick will be the one who will deal with this, he's in charge of the ob. I'll let him know.


The 65335 thing - hrm, I haven't got the savefile anymore - but how about just creating a scenario with an encircled unit with more the 65355 soldieers in and test? (I'm not into editing, sorry). But if I encounter it th next time I'll send the file.


I've tried to get to happen to me, but no luck.


For those who want historical correctness:

Then assaults involving Corps from different Army-HQs (or even Armygroups !) shouldn't be allowed or have serious drawbacks. Esp. the 'massive airsupport' wont be possible then. Also changing HQs should result in some serious readiness drops.


Those are basically ok. Its not going to happen since this kind of stuff is low on the priority list, but they are nice ideas. Maybe Gary will put these in his new version.
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Post by Ed Cogburn »

Originally posted by Chimera:
While I'm in favor of as much historical accuracy as is feasible in a computer simulation, I tend to agree that using mule HQs for special supply is no more criminal than Patton's getting the lion's share of logistics during 1944.


He didn't. Operation Market-Garden later in '44 stripped those supplies from him. The supply problem was bad because of transportation. With every truck pressed into service, they couldn't get supplies to Patton's forces from the Normandy beachhead and lesser ports fast enough, and let's not forget that Patton was doing a wild boogie heading east, moving as fast as he could make his army go.

BTW, who was the other commander of the other HQ, that had no combat units itself, supplying Patton's Third Army as an HQ mule?


For the Germans, due to their relative scarcity of HQs, there are only so many attack corps that can be buffed up per week - many other corps will not enjoy special supply and will suffer accordingly.


Special supply was never meant to be used every turn for nearly every corps! That's the reason for Arnaud's attempt to try to restrict it.


can't imagine a Colin Wright going this far <img src="wink.gif" border="0">


Quiet! He may hear you! <img src="smile.gif" border="0">
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Post by Ed Cogburn »

Originally posted by Svar:
Anyway that has always been my opinion.


Fair enough.
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Post by jager506 »


[QUOTE]Originally posted by Ed Cogburn:
He didn't. Operation Market-Garden later in '44 stripped those supplies from him. The supply problem was bad because of transportation. With every truck pressed into service, they couldn't get supplies to Patton's forces from the Normandy beachhead and lesser ports fast enough, and let's not forget that Patton was doing a wild boogie heading east, moving as fast as he could make his army go.

BTW, who was the other commander of the other HQ, that had no combat units itself, supplying Patton's Third Army as an HQ mule?


Hey Ed,
Actually I was referring to the period from when Patton's 3rd Army was activated (Aug 1 or so) until his wild boogie came to a halt (about 3-4 weeks later)- during this time, I believe the Redball Express was giving him the lion's share of logistics. Don't see how he could have romped through France otherwise at that kind of speed. Am not aware of the other Allied HQ with no combat units. Far as I know, the only "ghost army" was Patton's Army/Group, which
kept the Germans' attention on Calais instead of Normandy during the crucial first weeks.


[QUOTE]Originally posted by Ed Cogburn:
Special supply was never meant to be used every turn for nearly every corps! That's the reason for Arnaud's attempt to try to restrict it.


In version 1, a corps could enjoy special supply repeatedly. Now THAT was too much, but personally I feel that the current version's tone-down to once per corps/week is OK. Incidentally, I was kinda wondering how Arnaud decides what to modify/improve and if so, by how much since I don't believe I've ever seen him post on this forum.
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BrickReid
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Post by BrickReid »

[QUOTE]Originally posted by Ed Cogburn:
[qb]


quote:

Originally posted by Ed Cogburn:
Quote:
Gary's PAC used leaders much more in the determination of points allocated to combat units,
------------------------------------------

PacWar is utterly irrelevent to this game. IMO

quote------------------------------------------
I don't know why Gary did chose not to use leaders to determine how many points units got,...
------------------------------------------

Well, because they represent supply, that's why.
quote------------------------------------------
However, the absence of a leadership check does not change the fundamental problem, that being using 2 HQ's infrastructure for one combat unit doesn't make sense.
------------------------------------------

It absolutely makes sense. You take your supplies from where you've got them and place them where you need them. It was commonly done by all parties in the war.

quote------------------------------------------
I used leadership as an example, there is more to those points than just leaders. Ignoring individual leaders, how does having 2 separate but identical command structures help? Does having 2 logistical systems gaurantee double supplies?
------------------------------------

It is impossible to ignore individual leaders if, as you contend, preperation points have anything to do with OP points. And btw: I'm an operations guy in management and Operations is ALL about supply lines.
AND 2: Generally, yes it would. Until something interrupted one of them.

quote------------------------------------
Does 2 separate but indentical replacements systems gaurantee double replacements?
------------------------------------

False argument, never happened. But hypothetically, yes, it would.

quote-------------------------------------
Why would the army use both systems if they are only providing support to 1 combat unit?
-------------------------------------

But they are not only providing support for 1 unit. They are providing support for an entire front divided into various HQs. All of them are relying on each other to hold their flanks AND the situations we are talking about are called SPECIAL Supply. In the case of using special supply you cannot use it for every unit in your army (up to 99 supply) because you would not be able to have supply left over for offensive operations. You use it to help units that are about to engage the enemy in whatever form, offense or defense. I think the mod that made it so a unit can only be special supplied 1 time is an unrealistic restriction. (It also creates the need to use the transfer and second supply exploit.)

quote-------------------------------------
I mean this whole thing is crazy, the obvious question we inevitably come back to is what does 2 HQs supporting one unit gain you? Nothing, its illogical, and so is HQ mules.
-----------------------------------------

It gains you a realistic ability that was used extensively by all armies of the conflict.
And, the use of HQ mules are simply a variation of managing the war's supply system by using ingenuity. Think of them aa not combat HQs anymore, but as Logistical HQs. A legitimate usage in my opinion. The Americans used logistical commands extensively. They had to considering how far they were from the front lines and all the supplies that were required to conduct OPERATIONS.

wow, is that it? Thank you for your attention, Good night.

[ September 01, 2001: Message edited by: BrickReid ]</p>
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Post by BrickReid »

Originally posted by Josan:
I think I have detected 2 bugs in the game. I dont know if are in the bug list but if not maybe must have.

- A corps receive special supply. Transfer one division to other corps resupply this one and the division you transfered gain the benefits of special supply again. You can make this many times as long as you go to a new corps. I think the engine controls the corps and not the subunits for special supply purposes.
....

Josan " The Evil Spaniard " <img src="tongue.gif" border="0">


---------------------------------------

I would consider this a beneficial bug that, at least minimally, counters the unrealistic limit to the number of times a unit can gain special supply. Frankly, I would think a HQ that wanted to focus all of its attention (read that 'supplies') to a critical location (read that Corps) would do just that. As was the case in the original form of the game. Apparently my argument was lost at the time this was originally discussed. So, I may be wasting my breath.
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Josans
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Post by Josans »

Originally posted by BrickReid:



---------------------------------------

I would consider this a beneficial bug that, at least minimally, counters the unrealistic limit to the number of times a unit can gain special supply. Frankly, I would think a HQ that wanted to focus all of its attention (read that 'supplies') to a critical location (read that Corps) would do just that. As was the case in the original form of the game. Apparently my argument was lost at the time this was originally discussed. So, I may be wasting my breath.


There are many things that only the guys that created the game knows.With the lack of a more accurate supply system for me special supply is a valid action and always will do it. Is the key of the game and its juice. But Im not sure that resupply two times an unit are not an error of the engine.

I think this not changes in the new version (correct?) so a personal agreement between the players (house rules) will be need.

BTW I dont know yet how to use the airlift mission with no making a unrealistic movement. Can I airlift if the corps stay in supply 0 but no move?
or only I can with supply 1? or when ? <img src="confused.gif" border="0">

Josan.
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