Page 1 of 1
A couple of questions
Posted: Thu Feb 22, 2007 9:57 pm
by rocketman71
Sometimes it the unit pop-up information it states that the unit will either "evolve" or "merge" in/at a certain turn. The manual doesn't say much about this as far as I can see. What does it mean and is it possible to know, beforehand, what the unit will be like after having evolved or merged.
Also, the manual states at one point: "Some supply sources cannot provide replacements so a unit must also be in a hex capable of providing replacements i order to take a regular replacement." I know how to identify supply sources that are unable to provide these replacements, but how will I know what hexes are capable of this (see above)? For example, in the Market Garden scenario several replacements are allocated to the Brits at Arnhem, but I can't find an appropriate hex. What is the use of getting replacements if there is noware to get to them. I still find the supply/allocation/HQ aspects of the game hard to grasp to their full extent, but I'm trying...
Kind regards
RE: A couple of questions
Posted: Fri Feb 23, 2007 3:00 am
by JSS
Coupla answers: [:)]
1. For evolving units there is a picture on the pop up of what the unit will become. Some evolving become new units (i.e. Pz Mk III evolving to Pz Mk IV)... others simply are re-aligned along the OOB or perhaps have different settings while remaining the same type of unit (i.e. standard to veteran quality unit of same type).
Merge units combine to become one unit. Units with small turn til merge numbers disappear from map. Unit with green turn til merge number is replaced... others disappear. If first green turn til merge number unit is destroyed, another unit in the merge group will become the green number unit.
Both these two actions must be in supply to occur.
2. Replacement capable supply always highlites as green when you use the "s" shortcut key. Non-replacement capable supply always highlights yellow.
Air drop supply is yellow (no replacements allowed). Once XXX Corps links up and provides green supply, then the Airborne can use their replacements.
RE: A couple of questions
Posted: Fri Feb 23, 2007 11:18 am
by rocketman71
Thank you JSS [:D]
In reply to 1) I suppose there is no way to know in advance what the unit's strength/defense values will be afer merging or after a unit evolves - that there is no fixed formula for this. I also guess there is no way to decline a merge, which in some cases might make sense, in case one of the units about to merge disappears from a vital position on the battlefield and suddenly there is a hole in your defense line.
RE: A couple of questions
Posted: Fri Feb 23, 2007 5:26 pm
by Valgua
ORIGINAL: JSS
Merge units combine to become one unit.
What if I don't want that to happen? Can I order my units not to merge? In fact I see little sense in this feature. The player should have the possibility to merge or divide units according to the situation on the battlefield, it should not be a scripted event.
Filippo
RE: A couple of questions
Posted: Fri Feb 23, 2007 6:00 pm
by JSS
ORIGINAL: rocketboy
Thank you JSS [:D]
In reply to 1) I suppose there is no way to know in advance what the unit's strength/defense values will be afer merging or after a unit evolves - that there is no fixed formula for this. I also guess there is no way to decline a merge, which in some cases might make sense, in case one of the units about to merge disappears from a vital position on the battlefield and suddenly there is a hole in your defense line.
Think the only way to know in advance is to sneak a peek at the units using the editor.
Its possible to delay merge by keeping the green number unit out of a supplied hex at the start of the turn. Often its worth merging as the new unit is normally much stronger and more capable... although at times its nice to have a screen of weaker units rather than one strong unit.
RE: A couple of questions
Posted: Fri Feb 23, 2007 6:06 pm
by JSS
ORIGINAL: Valgua
What if I don't want that to happen? Can I order my units not to merge? In fact I see little sense in this feature. The player should have the possibility to merge or divide units according to the situation on the battlefield, it should not be a scripted event.
Filippo
See above on the supply method to prevent merging.
Sounds like an interesting idea to me (player initated merges)... would likely be a bit of work for the scenario design to enable this though[X(]
RE: A couple of questions
Posted: Fri Feb 23, 2007 6:22 pm
by Valgua
ORIGINAL: JSS
ORIGINAL: Valgua
What if I don't want that to happen? Can I order my units not to merge? In fact I see little sense in this feature. The player should have the possibility to merge or divide units according to the situation on the battlefield, it should not be a scripted event.
Filippo
See above on the supply method to prevent merging.
Sounds like an interesting idea to me (player initated merges)... would likely be a bit of work for the scenario design to enable this though[X(]
True, but it should have been implemented by SSG in the first place. As it is now it's very difficult for the player to have a clear picture of the battlefield: at a given moment several units could merge leaving holes in the front line. [:-] It's not realistic. It should be the general's (read "the player's") privilege to decide if and when units should merge or be divided.
Filippo
RE: A couple of questions
Posted: Mon Feb 26, 2007 3:31 am
by Gregor_SSG
ORIGINAL: Valgua
ORIGINAL: JSS
Merge units combine to become one unit.
What if I don't want that to happen? Can I order my units not to merge? In fact I see little sense in this feature. The player should have the possibility to merge or divide units according to the situation on the battlefield, it should not be a scripted event.
Filippo
Yes, it sounds so innocent, democratic even, that the player should be able to split or merge units at their whim. But it's a recipe for disaster. I know from long experience that about 5% of players can be trusted with this power, the rest will run crazy with exploits and then blame us.
These games are predicated on a certain scale and unit density, and if that is suddenly changed then everything goes out the window.
The merge feature is sparingly and wisely used by scenario designers. For instance, with airborne drops that by their very nature start scattered but cohere over time as men find their units and order is restored.
The evolve feature is almost always used to introduce improved versions of units and interestingly, I haven't heard a single complaint about that!
Gregor
RE: A couple of questions
Posted: Mon Feb 26, 2007 10:15 am
by Valgua
ORIGINAL: Gregor_SSG
ORIGINAL: Valgua
ORIGINAL: JSS
Merge units combine to become one unit.
What if I don't want that to happen? Can I order my units not to merge? In fact I see little sense in this feature. The player should have the possibility to merge or divide units according to the situation on the battlefield, it should not be a scripted event.
Filippo
Yes, it sounds so innocent, democratic even, that the player should be able to split or merge units at their whim. But it's a recipe for disaster. I know from long experience that about 5% of players can be trusted with this power, the rest will run crazy with exploits and then blame us.
These games are predicated on a certain scale and unit density, and if that is suddenly changed then everything goes out the window.
The merge feature is sparingly and wisely used by scenario designers. For instance, with airborne drops that by their very nature start scattered but cohere over time as men find their units and order is restored.
I understand your point. But there can be a lot of situations where a player has organized a defense and the sudden merging of units opens gaps. I must admit that it never happened to me, but the case has been discussed on an italian wargaming forum.
ORIGINAL: Gregor_SSG
The evolve feature is almost always used to introduce improved versions of units and interestingly, I haven't heard a single complaint about that!
Of course not. Given the scale it is perfectly normal that the commander cannot control the evolution of the units. It's less normal that he cannot control when and if they merge. That said, I don't blame SSG for this feature. Games model reality but with obvious limits. I hope scenario makers will behave wisely.
Filippo