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RE: T9

Posted: Sat Aug 18, 2018 7:02 am
by EwaldvonKleist
That is fully within how the logistical system is supposed to work.

Is it exactly the way you chaos and HLYA mean this as well?

As I understand your comments it is solely about panzercorps rotation+switching units between them.

To me it seems 100% fine as it compensates for shortcomings of the logistical systems, allowing the player to prioritise certain units at an AP cost.

A related question is how you are able to build up stocks in the HQ, they tend to build up when resupplying units with or without HQ BUs depending on distance to rail and the rail multiplayer at this place. If you have a way to get massive amounts of stocks into a HQ without attaching fuel hungry to it, I think it is something morvael should look at.

RE: T9

Posted: Sat Aug 18, 2018 7:16 am
by beender
Well, they are referring to a trick called HQ swapping, of which I tend to be a bit suspicious. I probably don't understand it totally, and if later it does appear to be useful, more likely than not I'll be happy to use this trick, if my opponent allows of course.

I've no idea how HQ decides the amount of its fuel dumps. Would be something worth studying, though currently I don't find it very necessary.

What contributed more than anything else to the Axis logistics in this game, in my opinion, is the speed of rail repair. Especially I made full use of auto repair, an aspect I used to neglect. The attached pic is an illustration of my point.

So all in all, no big secret or fancy tricks. Just a fast forward rail line is the answer. I'm glad finally these Army HQs have jobs[:D]



Image

RE: T9

Posted: Sat Aug 18, 2018 7:25 am
by EwaldvonKleist
The construction batallions of the Army HQs only create a network, but hardly ever they help getting the rail as far east as possible.
You can find the formulas to calculate the amount of dumps a HQ stores in the library (see the signature), item 1.5 there.

RE: T9

Posted: Sat Aug 18, 2018 7:31 am
by beender
Well it depends on how you position them. In the rear they make networks, but they can also work as semi-FBD. In Odessa especially, auto repair helps fill the gap.

Good to know the formula for HQ dumps is already deciphered.

RE: T9

Posted: Sat Aug 18, 2018 7:37 am
by Telemecus
ORIGINAL: EwaldvonKleist
The construction batallions of the Army HQs only create a network, but hardly ever they help getting the rail as far east as possible.
ORIGINAL: beender
In Odessa especially, auto repair helps fill the gap.

In another game an RHG HQ with construction battalions was placed in Odessa the turn before it repaired. The next turn we found Odessa was a repaired port, its rail had been repaired also and auto rail repair had already repaired another hex eastwards from Odessa. This is while the rail network being built by FBDs was still several hexes to the west of Odessa. So sometimes it seems the auto rail repair does repair eastwards at the leading edge of your rail network - or even beyond it.

This feature has been repeated several times in tests and works that way every time, so seems to be systematically true there.

RE: T9

Posted: Sat Aug 18, 2018 7:55 am
by beender
ORIGINAL: Telemecus

In another game an RHG HQ with construction battalions was placed in Odessa the turn before it repaired. The next turn we found Odessa was a repaired port, its rail had been repaired also and auto rail repair had already repaired another hex eastwards from Odessa. This is while the rail network being built by FBDs was still several hexes to the west of Odessa. So sometimes it seems the auto rail repair does repair eastwards at the leading edge of your rail network - or even beyond it.

This feature has been repeated several times in tests and works that way every time, so seems to be systematically true there.

Exactly. My impression is auto repair does not care about whether it's eastward or other direction. There are three conditions that must be met: 1. Target hex is connected to functioning rail; 2. Target is within 5 hexes from HQ(in case of Army level); 3. Target hex is not in contact with a FBD. So long as you can satisfy these conditions, it appears they'll repair however many rail, given there are enough construction teams.

In case of Odessa, I happen to have a pic right on point. This is from T7 my game with Galex. Odessa just got recovered and I left a RHG last turn. Here is what it did.




Image

RE: T9

Posted: Sat Aug 18, 2018 9:39 am
by chaos45
yep figured auto repair was giving additional hex or hexes per turn if placed correctly and it appears im correct...this gets around the hex limits on the FBD...allowing quicker german re-rail.

It like I have been saying for awhile with all the soviet CV reductions over the last 2 years the german player mainly needs to do good logistics and the soviet player can do very little.

Its why the soviet player needs units with some CV....yes if the German player sucks at the logistics portion 1 CV ants work which is how the game is currently set up, and why soviets are getting smashed to the east past Moscow by axis players that can manage the logistics. Because 1 CV ants just eat up MP which decent german players have plenty of.

RE: T9

Posted: Sat Aug 18, 2018 9:51 am
by Telemecus
ORIGINAL: beender
My impression is auto repair does not care about whether it's eastward or other direction.

I believe that is not quite true - there was a patch that attempted to stop auto rail repair being the "leading edge" of your rail repair network. I am not sure what the alteration was - but the impact seemed to be that, usually, auto rail repair never appeared eastwards of your FBDs. At least that was the theory - we can see in cases such as this it does. So I think half true, half not true?

RE: T9

Posted: Sat Aug 18, 2018 8:17 pm
by SparkleyTits
Good job guys

RE: T9

Posted: Sun Aug 19, 2018 3:49 am
by VigaBrand
There should be no auto repair of the port.
The soviet player could defend against the port hopping by bombing them, so that they will stay at damage 99. But that is unrealistic, if you could autorepair in one turn.