Panzer Korps....should have at least 1 PZ div.

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Post by Josans »

Originally posted by Ed Cogburn:


Does anybody have other evidence about the speed of advance by a CORPS sized unit in WWII?

[ August 13, 2001: Message edited by: Ed Cogburn ]

I have find this notes I hope help you if my opinions are still interesting <img src="wink.gif" border="0">

June 23 1941 (Barbarrosa + 1)

- The 56th Pz korps (Manstein)cross the Ariogala viaduct over the Duvysa. 80 km. from initial setup.

- The 24th Pz Korps (Schweppenburg) are in position at Kobrine and the 47th Pz korps (Lemelsen) at Prujani. Both about 70 km. from the border.

- And the 62th Pz korps (Kuntzen) and 39th Pz Korps (Schmidt)in a progression of 90 km. are in Meretch and Alytus.

Of course, the special situation of the moment maked more easy to the germans gain this positions but maybe give us a reference.

If I find something new I will post.

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Post by Svar »

Originally posted by Ed Cogburn:

I just ran a panzer corps with an infantry division for 5 plots. The readiness difference between the motorized divisions and the infantry division is only 12%. Thats not good enough, since we're talking about something that shouldn't be possible.

Ed,

I have to disagree with your test. I just ran a scientific test with the version 3.0 1941 campaign game. I ran two identical Panzer Korps starting at supply level 6 plotted for 5 hexes on 29 June 1941. Both Panzer Korps contained 3 Pz Divs, 1 Inf Div, 1 Pz Bn, 1 JPz Bn, 1 Art Bn, and 1 Flak Bn. Both Panzer korps started at readiness level 99. One Panzer Korp plotted 5 hexes through clear terrain without combat. The other Panzer Korp plotted 5 hexes through clear terrain with combat in all 5 hexes. The Panzer Korp plotting without combat ended with all units except the Inf Div at a readiness level of 57. The Inf Div ended with a readiness level of 33. The difference is 42% not the 12% you reported. The Panzer Korp that plotted with combat ended with readiness levels of 33 for the non-infantry units and a readiness level of 10 for the Inf Div. That is a difference of 70%. Those numbers are before any resupply that you would see if you only look at the German side at the start of any given turn. But since both units ended at supply level 1 hexes, they only received a boost in readiness of 6 for all units. The combat korps had readiness levels of 39 and 16 for the non-infantry units versus the Inf Div. The non-combat korps had readiness levels of 63 and 39 for the non-infantry units versus the Inf Div.

When I first reported what the manual stated the readiness losses were, I calculated numbers of non-combat plotting to be 58 and 32 for non-infantry versus infantry units. The actual numbers were 57 and 33 which I attribute to rounding errors on my part.

I don't think there is a problem with the present system as far as the calculations of readiness loss is concerned.

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Post by Svar »

I don't think that the corp/army shells should be empty. Afterall, there are support troops assigned to these organizations that aren't represented such as engineers. The corp/army shell should look like an armored division with integral troops represented by squads, arty, a/t, flak, and recon. The attached divisions should look like the armored battalions of the armored divisions but the player should be able to move these units in and out of the shell. Also there should be a command and control factor associated with the corps/armies such as 25% effectiveness when first constituted going up by 25% per week until 4 weeks later it is at 100% where it stays.

Just some random thoughts that may not be applicipable to this game but could be used by Gary in his next version.

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Post by Ed Cogburn »

Originally posted by Josan:


80 km. from initial setup

Both about 70 km. from the border

in a progression of 90 km. are in


For the first day these are believable numbers. Perhaps the Germans were more aggressive in the application of blitzkreig doctrine then the US Army 3 years later? The sad state of the Red Army would mean great numbers for the Germans for the first week or so. The 90km is pushing it though, 63 miles in one day? They must have been going through undefended territory, not so much as a sniper.
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Post by Ed Cogburn »

Originally posted by Svar:
I have to disagree with your test. I just ran a scientific test with the version 3.0 1941 campaign game. I ran two identical Panzer Korps starting at supply level 6 plotted for 5 hexes on 29 June 1941. Both Panzer Korps contained 3 Pz Divs, 1 Inf Div, 1 Pz Bn, 1 JPz Bn, 1 Art Bn, and 1 Flak Bn. Both Panzer korps started at readiness level 99. One Panzer Korp plotted 5 hexes through clear terrain without combat.

...

The Inf Div ended with a readiness level of 33. The difference is 42% not the 12% you reported.


Aha! Ok, the test I did was thru controlled territory ending on a level 10 rail supply square. That one was the 12% difference. In a pz corps thru uncontrolled territory with no combat the inf dropped to 33%, thru 5 squares of combat in each square it dropped to 13% readiness before resupply.

Whether its 12% or 24% doesn't matter. After 3 squares in a panzer corps an inf div's readiness should be *0*, and it sure as heck shouldn't contribute to any fighting in the 4th and 5th squares of movement/combat. Some are suggesting the penalty be this or be that, arguing over the size of the readiness penalty or when it should be applied. However, this misses the point, because our real problem is this: infantry divisions CANNOT MOVE AS FAST AS MOTORIZED. No one disputes this so far. Inf shouldn't even be in a pz corps after 5 squares of movement, because in a real-world situation the inf div's assets are strung out along the roads in the first 3 squares of movement, and are NOWHERE NEAR the pz corps that is fighting on its 5th square of movement.
33%, 12%, 26%, 13%, NONE of these are correct answers. The correct answer is 0%.


I don't think there is a problem with the present system as far as the calculations of readiness loss is concerned.


Unfortunately, as long as we have inf divs in panzer corps contributing to an attack in the last, 5th, square of a pz corps movement, I think there is a problem.
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Post by Ed Cogburn »

Originally posted by Svar:
but could be used by Gary in his next version.


According to what is on their website, WiRIII is division based not corps based, divisions will be the maneuver units, so hopefully there won't be any shells. Just look at all the grief the shell concept has done to us WiR players. It compicates the game seriously, and forces the creator to spend a considerable amount of time trying to stop bugs, quirks, and cheats. Gary didn't spend enough time on this, considering just how many problems we've all stumbled across. I'm praying for no shells at all.
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Post by Josans »

Originally posted by Ed Cogburn:



Perhaps the Germans were more aggressive in the application of blitzkreig doctrine then the US Army 3 years later? The sad state of the Red Army would mean great numbers for the Germans for the first week or so. The 90km is pushing it though, 63 miles in one day? They must have been going through undefended territory, not so much as a sniper.


I think yes, the germans were more agressive and also the soviet disarray help.

I compared other sources and I can confirm you the progresions the germans made.And this were across soviet units and with heavy fighting.

The 56th pz k. taken succesfully the viaduct across the Doubissa gorges at Airogala (50 miles.) Four days after (26)taken the Dunaburg bridges intacts and made a progresion of about 200 miles.
The Guderian tanks have reached in the evening of june 22 Kobrim and Pruzhany almost 50 miles into Russia.
On june 23 the Hoth korps were 59 miles from their starting point taken the bridges over Niemen river intacts.

So If we get a 50 miles/day by reference the panzer corps can make 350 miles/week at the top. But this is a great effort for any army and I believe the progressions would be more slowest with the time ( maybe 300/week ? ).

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Post by Don Shafer »

Also it is important to remember that in the game, very rarely after the initial blitzkreig, do armored shells actually plot 5 with no combat. If game scale is 20 miles per hex and time scale is a week, then an infantry unit moving 60 miles (3 hexes) isn't that excessive, since most infantry divisions have some form of organic transportation (ie. halftracks, trucks, panje wagons). Also I would imagine with a bottle of schnapps or vodka, some poor grunt could procure himself a ride on a passing tank <img src="wink.gif" border="0"> (Wouldn't that have some form of readiness penalty on the armored division?). So a readiness of 0 after a plot of 3 would be excessive. After a 100 miles in a week (which would be a "forced march") with no combat, in even terrain, and clear weather, I would think that at least 10 percent, if not 20 percent, of the division would be ready for combat. Of course any combat, terrain, or weather would greatly reduce overall readiness and an infantry division could reach the 0 percent readiness level any where during the plot sequence in which they would be worthless in offensive or defensive calculations.
Originally posted by Josan:



So If we get a 50 miles/day by reference the panzer corps can make 350 miles/week at the top. But this is a great effort for any army and I believe the progressions would be more slowest with the time ( maybe 300/week ? ).

Josan.

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Post by RickyB »

Originally posted by Ed Cogburn:
Whether its 12% or 24% doesn't matter. After 3 squares in a panzer corps an inf div's readiness should be *0*, and it sure as heck shouldn't contribute to any fighting in the 4th and 5th squares of movement/combat. Some are suggesting the penalty be this or be that, arguing over the size of the readiness penalty or when it should be applied. However, this misses the point, because our real problem is this: infantry divisions CANNOT MOVE AS FAST AS MOTORIZED. No one disputes this so far. Inf shouldn't even be in a pz corps after 5 squares of movement, because in a real-world situation the inf div's assets are strung out along the roads in the first 3 squares of movement, and are NOWHERE NEAR the pz corps
that is fighting on its 5th square of movement.
33%, 12%, 26%, 13%, NONE of these are correct answers. The correct answer is 0%.
...
Unfortunately, as long as we have inf divs in panzer corps contributing to an attack in the last, 5th, square of a pz corps movement, I think there is a problem.

I have to disagree here Ed. German army divisions, unmotorized, covered huge distances during the opening phases of Barbarossa. At times they average 30 Km or 20 Miles per day for extended periods, although only in light combat when doing this. I haven't been able to find my references regarding this, or I would have posted more already, but I know these numbers were reached. There was at least one case where an infantry division covered 50 km or 30 miles in a 24 hour period. I know this can be done by fresh troops, with equiment - we did plenty of it in the Marine Corps <img src="frown.gif" border="0"> . In combat this could not be done, but when you have panzers leading the way the combat will be limited (I will write later in this message on this issue).

We can calculate some of this ourselves. The Germans reached Smolensk on July 16 or so, which is somewhere around 350 to 400 miles from the frontier. This is on the 25th day of the campaign. The infantry units did not reach the area for a few more days. Using 30 days for the infantry and 360 miles, this is 12 miles per day. The infantry did not get to use trucks in general - they walked every step of the way, with horses pulling their supplies. They fought combat along the way, including closing the encirclements created by the Panzers. This is an average of just over 4 hexes of movement for 4 weeks in WIR terms. Could they do it long-term. Yes but they did wear down over time.

As you say, the shells are the big part of the problem here. Typically, a panzer unit did not just take off into the rear of the Soviets without any security to hold open the penetration (except in specific situations). If there were threats to their rear, units would be broken off to fight the threat, although the units could still be cut off., but generally for short periods. In WIR, every unit is considered to stay together without a chance of splitting them off. Tie this in with the defensive issues of "empty" hexes which would typically have somebody there. To me, this makes the current situation of weak infantry, which would be most strongly effected by all of this, as reasonable as totally ineffective infantry, which is too excessive.

Since the total strength after the end of the 5th hex is so low, it seems as realistic as anything. One other thing on movement and readiness. Equipment that moves a lot will lose a lot of readiness, as things break down, fuel gets used up, etc. Infantry marching long distances will suffer much lower readiness loss. For infantry, some men will fall out but not as much as the loss of equipment, and food is not as big an issue over the short term as fuel. Hungry men can and did keep marching, but the machines can't go without fuel, period. Thus, movement affects on panzers should be much higher than on infantry, while the combat affects should be the opposite, or maybe the same for both types. This would more accurately reflect the problems infantry would have over a 5 hex distance, as the movement wouldn't hurt them, it would be any combat that occurs along the way.
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Post by Josans »

Originally posted by RickyB:

German army divisions, unmotorized, covered huge distances during the opening phases of Barbarossa. At times they average 30 Km or 20 Miles per day for extended periods, although only in light combat when doing this. I haven't been able to find my references regarding this, or I would have posted more already, but I know these numbers were reached. There was at least one case where an infantry division covered 50 km or 30 miles in a 24 hour period. I know this can be done by fresh troops, with equiment - we did plenty of it in the Marine Corps <img src="frown.gif" border="0"> . In combat this could not be done, but when you have panzers leading the way the combat will be limited (I will write later in this message on this issue).



Rick, I think you are right. The 290th infantry division played a major role in the capture of Dvinsk and also the 269th division played a major role in the annihilation of the Soviet III Armored Corps on the Dubysa (june 24, 50 miles from the border ). So seems that infantry divisions ( at less in the opening days of Barbarossa )help the panzer divisions in combat despite of the fastest march of the Manstein panzer divisions.

Also I have find the positions 1st Cavalry Division (2nd Pzgruppen Guderian) had in the early days of the offensive (sorry but I dont know the miles ) :
June 25 at Kobrin,june 29 at Sinjawki, july 6 at Bobruisk.Also the cavalry seems can follow the panzers so perhaps the divisions attached a panzer corps had some special benefit because the infantry corps did not make this progresions.


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Post by JustAGame »

The more I see of historical accounts, the more it seems that we have identified the wrong problem. The fact is that it wasn't only possible for German infantry divisions to advance the hex plot distance in a week, but it is what happened. Additionally, they fought along the way, at the end of that week and for even more weeks while maintaining that pace. Since they did do it, it is a difficult case to prove they had 0% readiness.

What we may be seeing is a compromise of historically accurate capabilities for the sake of game balance or to accomodate the limitations of the scale of the map. While the relative weekly operational ranges of panzer korps and infantry korps may be acceptible as a ratio, they are both seriously handicapped in terms of distance. Of course, Gary and I do not do lunch and I am only speculating.

Since it was important that we accounted for the fuel needed by the average infantry division for all of the trucks and other vehicles in another discussion, I will assume we still recognize that infantry divisions had a significant complement of organic transport. As the war dragged on, the poor road conditions of the USSR took a toll on the non-tracked German vehicles, including the organic transport of combat units. Later in the war, I would imagine the progress of the supply units would have slowed the advancing divisions. Although, that effect would be difficult to measure against the backdrop of an enemy that was more challenging than it had been in the early part of the war.

The pace of 100 miles in a week is not that of an infantry division on a forced march behind their own lines. As our resident jarhead has pointed out and other veterans of combat units will certainly agree, 40 miles in a week is more appropriate for those who are vacationing in the air force or navy <img src="biggrin.gif" border="0"> (just teasing the non-Army vets). Seriously, the game has additional readiness costs for combat and doesn't allow any unit to "march" through enemy lines as it exists. I can't help but to wonder if we are assuming these infantry divisions are doing the low crawl just because they enter a breakthrough.

In terms of the distances involved in this WIR game, the infantry divisions could advance and retain combat effectiveness. The fact is that they did do it and I am still confused why that seems irrelevent.
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Post by Ranger-75 »

Man this thread grew in a week. Hopefully we can get a workable solution, here's mine:

Regarding HQ reinforcements:
The original rules mentioned that a reinforcing unit (from a parent HQ) had to pay plot costs to get to the "action" hex so there should be no problem with an HQ reinforcing a PZ Korps with an Inf Division its readiness will be lower if the destination is further away.

Re-assiging units to HQs:
The program should be less restrictive with assigning a unit back to HQ. The original Second Front allowed unlimited transfers (one innaccurate extreme) while the current one forces a Corps / Korps to be immobile for too long (in order to bring up readiness), which was not historical. A unit should be allowed to transfer back to the controlling HQ regardless if its readiness while paying the appropriate readiness cost, which may result in a unit a low or no readiness.

Any type of Div / Brigade (soviet corps) should be allowed in any Korps/ Corps/ Army, but if a PZ Korps / Tank Army does not have at least 1 PZ Div (or 1 Tank / Mech Corps) it is limited to 2 plots.
ALTERNATIVE:
No PZ Korps allowed unless it has at least 1 PZ Div / Tamk/Mech Army. This is probably harder to code so the first is probably better.

Independent Bdes are like weak divs, but a PZ Bde should not meet the requirement of the above.

Making a Korps with only separate Bns, Art, AA should not be allowed.

The current losses in readiness for inf plots in a Pz Korps should be increased by about 20-40%. A non-mot unit should lose about 25: of current readiness for each hex plotted. A Cav unit should be ablut 15-18%, Mot/Pz 10 (current amount).

That's about it.
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Post by Ed Cogburn »

Originally posted by JustAGame:
Since it was important that we accounted for the fuel needed by the average infantry division for all of the trucks and other vehicles in another discussion, I will assume we still recognize that infantry divisions had a significant complement of organic transport.


Not German infantry divisions. The Germans had a hard enough time keeping their mechanized units supplied with fuel, never mind providing trucks and fuel for close to 300 infantry divisions. The US and Britain could afford to motorized all/most of their infantry, especially the US. The Germans relied on a lot of mules and wagons. Remember what the Germans eventually eat in the Stalingrad pocket? Anyone remember "Panzer Leader" or "Panzer Blitz" by Avalon Hill? Those games actually had wagon units in them for the Germans. I'm pretty sure I'm remembering correctly.

Until now, the discussion has been about foot-bound, unmotorized infantry divisions.

As for the rest, I agree that the problem is the game itself. The time, speed, distance, and map scale parameters don't work well together.
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Post by Ed Cogburn »

Originally posted by Mike Santos:
Regarding HQ reinforcements:
The original rules mentioned that a reinforcing unit (from a parent HQ) had to pay plot costs to get to the "action" hex so there should be no problem with an HQ reinforcing a PZ Korps with an Inf Division its readiness will be lower if the destination is further away.


Here's another example of the documentation lying. The game was not calculating the readiness cost for units to reach the combat square. There was no penalty at all! That's been changed, but I can't remember exactly what the new rule is.


I like the rest of your points.
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Post by PMCN »

Just a comment to Ed about Patton's advance. He did more than strip the infantry of their trucks he stripped them of their organic supply units and this is what paralized them. They no longer had sufficient trucks to transport their own supplies. There was a chronic truck shortage to be sure but to keep his fast moving divisions supplied he had to basicly strip the rest of his force of any and all trucks they had. Check out the designers notes in the back of Panzer Leader to see how much organic transport Corps/Korp had.

Though Ed is completely correct in saying that the german infantry was for the most part foot. They had little motororised transport at all. Most units had 1 or 2 motorised battalions for heavy weapons and recon but the rest were foot. Transport of artillary was mainly by horse. And horse drawn transport is slower than a man walking and is essentially limited to movement on roads in anything but open terrain...and even then it is slow.

A good way to see this difference is in HPS's Pz Campaigns: Smolensk. Foot Inf divisions are slow...very very very slow compared to the motorised variety. Especially when comparing movement along roads...where the motorised units will move on the order of 3x as fast.

As far as the rest of this discussion goes, the problem is that WIR is an average and so you can always find exceptions to an average. 60 km in a week under combat conditions is not unreasonable given you have variable conditions in terms of roads, terrain, distance to friendly supply dumps and opposition. 60 km a week under good conditions is an easy walk...but for that sort of comparision look at the march rate which is 150 km a week and 20 km a day is a good hike in a pack...especially when you are doing it 7 day straight.

Early in Barbarrossa the germans were in the area of russia with the best road network, plus they had extremely good maps of the area. Try marching a Korps up 2 dirt tracks in the middle of the Ukrain for example compared to up a solid road or rail line. Units did indeed get lost. Plus the rate of advance in the early days of barbarrossa was punishing for the troops, I've seen pictures of dispach riders asleep on their bikes and so forth (again I have lots of information but it is on the other side of the atlantic). And this sort of forced marching is not at all modeled in the game.

The problem is in the game mechanics which isn't going to be changed. You can move the same 2 hexs regardless of what sort of terrain is in those hexs...in open ground 2 hexs per week is probably slowish, but in the mountains, forest or swamp that is probably a serious overestimate. Plus combat movement should include set up time for the artillary. That was a non-trivial task for the soviets.

The thing that should be stopped is people using the Pz shell with 1 inf division or 1 attached Bn to cut the soviets out of supply...and running a Korp up to a critical rail junction can be devestating.

After that it is a question of what level of unhistorical behavior is tollarable.
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Post by RickyB »

Originally posted by JustAGame:
...
The pace of 100 miles in a week is not that of an infantry division on a forced march behind their own lines. As our resident jarhead has pointed out and other veterans of combat units will certainly agree, 40 miles in a week is more appropriate for those who are vacationing in the air force or navy <img src="biggrin.gif" border="0"> (just teasing the non-Army vets). Seriously, the game has additional readiness costs for combat and doesn't allow any unit to "march" through enemy lines as it exists. I can't help but to wonder if we are assuming these infantry divisions are doing the low crawl just because they enter a breakthrough.
...

Resident jarhead??? I always preferred grunt myself <img src="wink.gif" border="0"> . And the joke always went: Air Force guy - What a crappy looking place down there. Navy - what a crappy looking place that is over there. Army - this is a crappy place. Marine Corps - this is heaven <img src="biggrin.gif" border="0"> . As the Soviets and Marines were known to say, hurrah (or various similar forms).
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Post by RickyB »

Originally posted by Ed Cogburn:
Here's another example of the documentation lying. The game was not calculating the readiness cost for units to reach the combat square. There was no penalty at all! That's been changed, but I can't remember exactly what the new rule is.


I like the rest of your points.

The original of the game was actually even worse than no penalty. It would send reinforcements into battle up to 5 hexes away, in even the worst of weather, at 99% readiness, even if it started at 20%. It may have had a limit on readiness that the unit had to be above to send it, but I don't think so. It made reserves extremely valuable and way overrated, in my opinion. I believe that the next version, if not in the current one, will pump the unit readiness up to 99% and then reduce it based on the movement/march cost to the destination, to follow the normal practice of preparing the reserve and then sending it off. If not this, it is very close.
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Post by Ed Cogburn »

Originally posted by Paul McNeely:
Just a comment to Ed about Patton's advance. He did more than strip the infantry of their trucks he stripped them of their organic supply units and this is what paralized them. They no longer had sufficient trucks to transport their own supplies. There was a chronic truck shortage to be sure but to keep his fast moving divisions supplied he had to basicly strip the rest of his force of any and all trucks they had. Check out the designers notes in the back of Panzer Leader to see how much organic transport Corps/Korp had.


Thanks Paul. I must shamefully confess that I don't have Panzer Leader anymore. Eons ago I sold my boardgames at a local gaming store so I could by my first "real" computer (although the 8 bit Ataris of the times were great). With nearly 2 decades of hindsight, I regret that decision. Panzer Leader was the first one, it introduced me into wargaming, the Remagen Bridge scenario was the first one I played, [sigh], I wish I had kept them. <img src="frown.gif" border="0">
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Post by Ed Cogburn »

Originally posted by RickyB:

It made reserves extremely valuable and way overrated, in my opinion.

Yes, I believe so too.


I believe that the next version, if not in the current one, will pump the unit readiness up to 99% and then reduce it based on the movement/march cost to the destination, to follow the normal practice of preparing the reserve and then sending it off. If not this, it is very close.


Did Arnaud discuss this? I'm wondering. If the new plan is to charge reinforcing units per square to the combat square, and the distance is 5 squares, no unmotorized unit will be able to make it to the destination. Even in clear terrain and clear weather, readiness loss for movement of unmotorized units in clear terrain is 20%. So 5 squares later it will be 0%?

I'm thinking something more abstract is needed here, because the whole idea of reserve units in the same square as the HQ is an abstraction, after all, HQs can easily hold more units in a single square than can exist in a tank army/corps. Not all units are literally in the same square, they're spread around. I'm not really sure of what to say here, except maybe we can create a special readiness loss list for reinforcing units. The numbers would be lower allowing even an infantry division to contribute something to a fight 5 squares away.


BTW, when you and that Army dandy start to tango, can this squid have a ringside seat? <img src="eek.gif" border="0">
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Post by Svar »

Originally posted by Ed Cogburn:



Did Arnaud discuss this? I'm wondering. If the new plan is to charge reinforcing units per square to the combat square, and the distance is 5 squares, no unmotorized unit will be able to make it to the destination. Even in clear terrain and clear weather, readiness loss for movement of unmotorized units in clear terrain is 20%. So 5 squares later it will be 0%?


Ed,

The way the game calculates the readiness losses is per hex, one hex at a time. So if you plot an Infantry Division 5 hexes in a Panzer shell, the first hex would cost 20% loss of readiness. Each subsequent hex would cost 20% of the remaining readiness. So the Infantry Division's readiness goes down from 99 to 79 to 63 to 51 to 40 to 32. For transfers the non-motorized units lose 70% readiness per hex which leaves them almost out of readiness after 5 hexes. I don't know how the game calculates the HQ reinforcements, other than the way Rick found out it used to do it.

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