Page 1 of 1

Disbanding 0-supply units

Posted: Fri Jun 29, 2018 1:44 pm
by bfcj
Since supply is a factor in the returned MPP calculation when disbanding a unit, why not allow units at 0 supply to disband? The returned MPPs would be 0, so there would be no advantage to doing it other than to return it to the production pool, the same as if the unit were destroyed at supply level 0.


RE: Disbanding 0-supply units

Posted: Fri Jun 29, 2018 2:28 pm
by FriendlyKomissar
I don't know, I think one could argue there would be room for abuse there - disbanding armies etc that are totally cutoff.

Perhaps, limiting this to air units only or giving a national morale penalty to disbanding a unit would probably be a good measure to prevent abusing the feature.

RE: Disbanding 0-supply units

Posted: Fri Jun 29, 2018 3:03 pm
by KorutZelva
would have to be 0 supply and no adjacent enemy unit.

RE: Disbanding 0-supply units

Posted: Fri Jun 29, 2018 3:21 pm
by bfcj
ORIGINAL: KorutZelva

would have to be 0 supply and no adjacent enemy unit.

I could see that, though I'm not sure what is gained by disbanding such a unit anyway. As it is, it is tying down and enemy unit -- I'd think you'd want to hang on to it.

This is really just about my stranded maritime bomber...

RE: Disbanding 0-supply units

Posted: Fri Jun 29, 2018 3:36 pm
by sPzAbt653
Most of us did this in our first few games and never did it again. I think we don't need a new rule.

RE: Disbanding 0-supply units

Posted: Fri Jun 29, 2018 6:26 pm
by PvtBenjamin
Troops that have been at 0 supply for a few months should lose all action points and start to have a 10-20% attrition rate per turn (with no troops next to them). I've seen 0 supply troops last for years in extreme areas of the map.

This brings me to another point which is 0 supply subs which I will soon start a thread. How the hell does a zero supply one/two strength Axis sub continuously dive and make it back from the US/Canada coast.

RE: Disbanding 0-supply units

Posted: Wed Jul 04, 2018 1:12 pm
by bfcj
And an air unit that doesn't have adequate supply to rebase three hexes away should not be capable of flying two 12+ hex recon missions per turn. Just sayin...

I should add, though, that I am in no way criticizing the programming. The fact that there are so few bugs in such a complex application is truly amazing. And I am in awe of the AI. While it didn't take more than a couple of games before I was able to consistently beat it, it is still a remarkable feat of programming. My hats off to you guys (gals, etc).