How's that work ComradeP dude? Do you have to get at least 50% damage to shut down the port or .....?
I tried to find the formula last night, but must've overlooked it. From memory, it used to be something like: 100 divided by port level gives you the number that, if undamaged, will allow a port to function. For example, Ventspils is a level 3 port, which would mean it would need 33% undamaged state to be functional, which means you need to inflict at least 71% damage (67+3 for port repair, plus a point to be sure due to rounding). Pavel made some changes, however as big ports like Sevastopol were nearly impossible to shut down so I'm not sure what the formula comes down to now.
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Klydon: one thing to keep in mind that mostly counts for AGN on turn 1 is that there'll be very little opposition/enemy hexes in front of your infantry on turn 2 if you plan the opening correctly. AGC and AGS infantry will have a much narrower path of friendly hexes to move through on turn 2.
AGC's mobile units will generally make a fairly narrow slice towards Minsk, and AGS's mobile units will either make a narrow dash to the Romanian border or try something like capturing Proskurov, but in both cases there's a large concentration of Soviet units behind them.
The majority of AGN's infantry, however, will have absolutely nothing between them and the Daugava.
The main reasons why I prefer to use units with lower morale to clear the frontline whilst higher morale units move through are:
-Fatigue. If you use the lower morale units to clear the frontline, so they end the turn close to where they started, they'll be more inclined to be closer to a functional rail line and thus be more inclined to recover fatigue.
This is important for two main reasons:
1) CV drops due to fatigue, and the Soviets are far more likely to counterattack a fatigued ~70 morale infantry division than a fatigued 86+ morale one.
2) Fatigue reduces MP's, so if you'd use them at the frontline, and if they would end up with 9 or so MP's next turn due to pushing them to their limits in the previous turn, the additional MP's they pay for entering enemy hexes will be noticeable.
-Divisions with high morale are more likely to be able to handle what the Soviets place next to them on their turn, and generally won't be attacked. There's little point in having a spearhead composed of units that can't easily remove the Soviet units that are placed (in a checkerboard or otherwise) in front of them.
-High morale units will be able to convert more hexes if they're closer to the front, as they will be able to move further into enemy territory than lower morale ones. It's important to remember that until they gain morale, the couple of 70 morale infantry divisions you start with pay 3 MP's per enemy hex.