Just a couple questions.

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2ndACR
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RE: Just a couple questions.

Post by 2ndACR »

Hmmmm, never tried that one. Might have to try it and see what happens.
robjoh
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RE: Just a couple questions.

Post by robjoh »

What's the benefit of air supplying HQ's instead of units directly? Thanks in advance.
FredSanford3
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RE: Just a couple questions.

Post by FredSanford3 »

Don't be so quick getting rid of the flak units with 88's.
 
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cookie monster
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RE: Just a couple questions.

Post by cookie monster »

ORIGINAL: robjoh

What's the benefit of air supplying HQ's instead of units directly? Thanks in advance.

When you supply a HQ the supply or fuel dumps go up.

Might not be any point if the hq has a large amount of dumps cos each dump contains 1 ton of supply/fuel.
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Mynok
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RE: Just a couple questions.

Post by Mynok »


Yep, you can definitely see the dumps go up. Of course, if there is another unit in the same hex, it will get some of the supply/fuel.

I read a passing allusion to there being a problem in some (unstated) "earlier" versions with fuel dumps not getting sent to units? Haven't dug through the release notes to see what version that got fixed in.
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heliodorus04
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RE: Just a couple questions.

Post by heliodorus04 »

ORIGINAL: Mynok


Yep, you can definitely see the dumps go up. Of course, if there is another unit in the same hex, it will get some of the supply/fuel.

I read a passing allusion to there being a problem in some (unstated) "earlier" versions with fuel dumps not getting sent to units? Haven't dug through the release notes to see what version that got fixed in.
I'm not really pleased with the trickle-down effect of supply dumps. I'm not sure it's 'fixed'. From my play, it seems that HQs, even when in range of units, will not distribute their fuel dumps (for armor) even when the armor desperately needs them. It seems to me that dumps are mostly distributed through the HQ Buildup function. That has it's place, of course, and proper use of it makes a HUGE difference in movement capability.

But I'd like to think supply chain operations worked more continuously, if not smoothly, than that.

I would prefer a system where in-range HQs go out of their way to ensure all units in range have maximum (even over 100 percent) fuel/supply. HQ buildup is great, but given the Motor Pool truck destruction HQ buildup causes, I wonder if the supply chain operational stuff wouldn't work better (for motor pool purposes) if HQs made more of a priority of distributing their stockpiles each turn, rather than waiting for the "OOOoo, order from high command: RELEASE THE GASOLINE TRUCKS!"

In my mind, that's a little more how ongoing combat operations work. Dumps should first be used to raise units supply/fuel/ammo to 100 percent.
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cookie monster
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RE: Just a couple questions.

Post by cookie monster »

How do you mean Heli?

I think armour only gets enough fuel to satisfy their current movement allowance.

Thus a fatigued tank division gets less due to the reduction formula from max movement allowance.
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RE: Just a couple questions.

Post by gradenko2k »

High Command, which is OKH/STAVKA, needs to be within 90 hexes of its subordinates to keep the chain of command and supply going

Army Group (Axis) or Front (Soviet) commands need to be within 75 hexes of their subordinates

Armies need to be within 45 hexes of their subordinates Corps HQs need to be within 5 hexes of their subordinates

Keep in mind that if you have a combat unit directly attached to an Army (happens to Soviets more than Germans), the Army still has to be within 5 hexes of its subordinates for SUs to participate in combat. The 90-75-45-5 radiuses only apply for SU assignment, supply trace and Command and Control checks.

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You want to move your airbases so that they're within range of whatever it is you want to fly to, obviously.

You should generally only place airbases in towns, cities, urban areas, light forests and open hexes, as these are the only hexes that allow missions to be executed. An airbase in a swamp will never fly any missions.

Finally, you do NOT want to move your airbases until you're done with your turn, or if the planes inside a specific airbase have already flown all their missions. This is because moving an airbase locks out most flyable missions.
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