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Road to Smolensk bug?

Posted: Thu Dec 16, 2010 11:39 pm
by Sherban_MatrixForum
In the Road to Smolensk scenario, the LVI and XXXXI Panzer Corps in the North have 0 supply and 0 fuel. They are also withdrawn on turn 2, so what's the deal considering that with no supply they cannot reaaly be used on turn 1?

RE: Road to Smolensk bug?

Posted: Thu Dec 16, 2010 11:54 pm
by Flaviusx
Not a bug. These are Army Group North forces temporarily included in the scenario to help the German breakthrough during the surprise attack. They get withdrawn afterwards, representing their advance in the direction of Leningrad.


RE: Road to Smolensk bug?

Posted: Thu Dec 16, 2010 11:58 pm
by Sherban_MatrixForum
I was thinking that might be the reason. But why include them at all with 0 supply/fuel? Withdrawing them should have been enough, shoudn't it?

RE: Road to Smolensk bug?

Posted: Fri Dec 17, 2010 12:01 am
by Flaviusx
Yeah, zero supply thing might be an oversight. Not sure. Nobody ever caught that because it mostly doesn't matter, the mech units start with their full 50 mps and get the job done before they withdraw.

RE: Road to Smolensk bug?

Posted: Fri Dec 17, 2010 12:05 am
by Sherban_MatrixForum
Well, they certainly push the first front line Soviet unit with ease. However, although this is a hasty attack, most their MPs are spent afterwards (probably due to no fuel/supply), so they cannot be used for a second attack anylonger.

RE: Road to Smolensk bug?

Posted: Fri Dec 17, 2010 1:05 am
by Sabre21
No, it's not an oversight but as designed. That was brought up a while back I recall on the tester forum. I know it looks odd and don't see why those Hq's couldn't have had extra fuel/supplies/ammo assigned to them but since they move off on turn 2 it wasn't considered all that necessary. Walt or Joel could probably answer why better than me on this one.

RE: Road to Smolensk bug?

Posted: Fri Dec 17, 2010 1:09 am
by Joel Billings
The 0 supply/fuel/ammo is a known bug on our list. I've seen a tester post that it has no impact on these units on turn 1, although I would expect that having 0 ammo would have an impact in combats.

RE: Road to Smolensk bug?

Posted: Fri Dec 17, 2010 10:56 am
by Zaratoughda
I believe this occurred during one of the times where the scenarios were frozen and worked on with the campaign games, and I was told it was gonna get fixed automatically but I imagine the bug has to do with this not happenning.

So, I manually fixed the problem (was all of 4PG in both RtS and RtM) and have sent you the new scenario files.

Because these units get withdrawn after a turn or two it is not a big deal but still should be fixed.

Zaratoughda

RE: Road to Smolensk bug?

Posted: Fri Dec 17, 2010 11:01 am
by Zaratoughda
Hmmm... checked these scenarios (been a while) and, all of 4PG gets withdrawn on turn 2 so, this problem should be more of a confusion factor than anything else. In any case, it should be fixed next time these scenarios are released.

Zaratoughda

RE: Road to Smolensk bug?

Posted: Fri Dec 17, 2010 1:55 pm
by Magnum88
4 PzG is very useful even for only one turn. They can isolate almost all the Soviet units east of the Daugava allowing the remaining infantry divisions to mop them up on Turn 2.

RE: Road to Smolensk bug?

Posted: Fri Dec 17, 2010 6:11 pm
by Zaratoughda
That's pretty much what the AI does in the campaign game. 4PG, then heads north.

Zaratoughda