RE: RAF 225 Grouo Wing TOE
Posted: Fri Aug 07, 2009 10:02 pm
Again deliberate for the AI
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: BigJ62
No it should not be doing that, send me a before save and point to specific locations where this is happening and I’ll take a look. jca.ft62@N0gmail.com <- remove ‘N0’
ORIGINAL: Jzanes
thanx BigJ and glad to hear it.
Another question I originally posted as it's own topic but it quickly got pushed off page 1. Maybe I'll have better luck here.
Playing allies vs. the AI in scenario 1. Current date is Jan 2, 1942. I've noticed that the AI commonly (but not always) deliberate or shock attacks on the SAME turn they enter (or invade) a hex. I'm used to the WITP system where you couldn't enter an order to attack until the turn AFTER entering a hex.
I haven't been able to do the same thing with my units in AE. Am I missing something? Is this a change with AE? or is something not working right.
An example of this is that in the last turn, the AI invaded Tarakan and deliberate attacked and captured it in the same turn. Tarakan is not an atoll and the AI did not use parachute forces in their attack. An annoying result as it gave me no chance to fly out my air units before they were destroyed on the field. This sort of "instant" attack has been happening a lot in purely ground battles in Malaya and China all game long also.
Is this the result of highly aggressive leaders passing an "instant attack roll" or the result of much larger forces "overrunning" weaker forces? If so, is this new to AE? I don't recall ever seeing this in WITP vs. the AI or PBEM.
ORIGINAL: Jzanes
ORIGINAL: BigJ62
No it should not be doing that, send me a before save and point to specific locations where this is happening and I’ll take a look. jca.ft62@N0gmail.com <- remove ‘N0’
ORIGINAL: Jzanes
thanx BigJ and glad to hear it.
Another question I originally posted as it's own topic but it quickly got pushed off page 1. Maybe I'll have better luck here.
Playing allies vs. the AI in scenario 1. Current date is Jan 2, 1942. I've noticed that the AI commonly (but not always) deliberate or shock attacks on the SAME turn they enter (or invade) a hex. I'm used to the WITP system where you couldn't enter an order to attack until the turn AFTER entering a hex.
I haven't been able to do the same thing with my units in AE. Am I missing something? Is this a change with AE? or is something not working right.
An example of this is that in the last turn, the AI invaded Tarakan and deliberate attacked and captured it in the same turn. Tarakan is not an atoll and the AI did not use parachute forces in their attack. An annoying result as it gave me no chance to fly out my air units before they were destroyed on the field. This sort of "instant" attack has been happening a lot in purely ground battles in Malaya and China all game long also.
Is this the result of highly aggressive leaders passing an "instant attack roll" or the result of much larger forces "overrunning" weaker forces? If so, is this new to AE? I don't recall ever seeing this in WITP vs. the AI or PBEM.
Update on this issue:
Up to Jan 10 now and had this happen when 4 of my chinese corps advanced into a hex with a depleted Japanese regiment and immediately shock attacked and routed it. They attacked in the same turn that they entered the hex without my setting them to attack. My best guess is that an "overrun" type feature has been added where units immediately attack if they are much stronger than the defender. It's strange though that sometimes they deliberate attack and sometimes shock attack when they "overrun" a hex.
ORIGINAL: BigJ62
Did you cross a river?
ORIGINAL: Jzanes
ORIGINAL: BigJ62
No it should not be doing that, send me a before save and point to specific locations where this is happening and I’ll take a look. jca.ft62@N0gmail.com <- remove ‘N0’
Update on this issue:
Up to Jan 10 now and had this happen when 4 of my chinese corps advanced into a hex with a depleted Japanese regiment and immediately shock attacked and routed it. They attacked in the same turn that they entered the hex without my setting them to attack. My best guess is that an "overrun" type feature has been added where units immediately attack if they are much stronger than the defender. It's strange though that sometimes they deliberate attack and sometimes shock attack when they "overrun" a hex.
ORIGINAL: Andy Mac
Again deliberate for the AI
ORIGINAL: Jzanes
Now that you mentioned it, yes I did. I moved from 74,55 (Liuchow) to 74,56. I thought crossing a river just disrupted you now and didn't make you auto-shock attack like in WITP?
ORIGINAL: Bliztk
Unit 2038 should point (LCUFormationID) to 2038, not 2042 for consistency
Unit 2043 should point (LCUFormationID) to 2038, not 2042 for consistency
Japanese units are in the OOB (pointer section), but they have an actual delay. Several of them result on duplicated units with different arrival dates.
Example: 2071 is named "18th" (Div) with a delay of 0 (scenario start) slot 3944 is named "IJA 18th" same pointer, same delay
Units with these problem in the 2000-2300 range:
2071 2264 2040 2041 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2072 2078 2080 2081 2082 2083 2085 2086 2087 2088 2089 2094 2095 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2147 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2223 2224 2225 2226 2227 2229 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2251 2252 2253 2254 2255 2256 2257 2258 2259 2261 2262 2266 2267 2268 2269 2270 2271 2272 2274 2275 2276 2278 2279 2281 2282 2283 2284 2285 2286 2288 2289 2290 2291 2292 2293 2294 2295 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2308 2309 2310 2311 2313 2314 2315 2316 2317 2319 2320 2321 2322 2323 2324 2325 2326 2328 2329 2260 2098 2228 2128 2327 2330 2312 2039 2079 2148 2093 2097 2091 2092 2230 2075 2077 2307 2090 2042 2263 2265 2318 2084 2146 2222 2273 2096 2250 2277 2287 2210 2296 2076 2073 2074 2280
ORIGINAL: Chad Harrison
Two questions that I could not figure out on my own or with searches:
1. If a unit is broken down and its sub units have different commands, which command with the combined unit be? For example, look at the 2nd USMC Division. Its sub units are 6th Marines (5652, Pacific Fleet), 2nd Marines (5653, West Coast (R)), 8th Marines (5654, Paciflic Fleet) and 2nd USMC Engr Rgt (5655, Paciflic Fleet). If I just recombine without playing with the commands, what command will the 2nd Marine Division be? If I switch command of the 2nd Marines (Rgt) to Pacific Fleetc, will the 2nd Marine Division be Pacific Fleet or West Coast? The editor lists the 2nd Marine Divisions command as West Coast (5651). In other words, if the editor lists a certain command for the *primary* unit, are you stuck with that command upon recombining the units? I have noticed this for a number of other units as well, for instance the 8th Australian Division.
2. In the editor, what does the 2nd withdraw button do? I have the first one figured out, since it has the associated date. But the 2nd button has no date associated with it. I noticed it with a lot (all?) of the Dutch base forces. Is it somekind of 'dont rebuild' feature? Or universal auto-disband?
As always, thanks in advance!
Chad
ORIGINAL: Andy Mac
Yes its a weird one
basically that unit is the HQ elements for the Div only its compnent Bdes are on map as well 14th 16th and 23rd but they convert to chindits so I kept the HQ support elements in a seperate unit
ORIGINAL: BigJ62
Editor breakdowns sub units must have same HQ in order to recombine.
From p.37 editor manual. Withdraw and Type of Withdraw is the date when the unit will be auto-withdrawn from the game. This is a 6 digit number where the first two digits represent the year, the middle two the month, and the last two the day. Type 1 is no devices are returned to pool and type 2 is where all devices are returned to pool.