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Move+/ Combat+ values

Posted: Tue Nov 27, 2018 3:44 pm
by Duck Doc

DW is getting a lot of love lately. Playing Operazione E scenario as the Axis (I know, I know, I did complain about all the counters but I have plenty of time on my hands now...)
I am noticing that the cost of Move+ for regiments, for example, varies a lot. What determines Move+ (and thus Combat+) cost?

Really enjoying the game experience.

Thanks,

RE: Move+/ Combat+ values

Posted: Tue Nov 27, 2018 10:38 pm
by bcgames
ORIGINAL: Duck Doc
What determines Move+ (and thus Combat+) cost?
Infantry-pure organizations are the cheapest (fuel/ammo). If motorized, armor and/or artillery are part of an organization, fuel/ammo costs will increase significantly. See page 124 of the game manual for details on actual costs.

Glad you are enjoying the game!

RE: Move+/ Combat+ values

Posted: Wed Nov 28, 2018 10:45 am
by Duck Doc
Got it. Thanks. Did not look far enough. The chart explains things. Cost is directly related to stack points. Great game.

RE: Move+/ Combat+ values

Posted: Thu Nov 29, 2018 10:41 am
by Duck Doc
The chart on page 124 shows fuel costs for both Move+ and Combat+ (and not ammo for the latter).

Assume this is an error. No big deal.

RE: Move+/ Combat+ values

Posted: Thu Nov 29, 2018 11:11 am
by bcgames
Good catch. The chart should look like this:

Image

RE: Move+/ Combat+ values

Posted: Thu Nov 29, 2018 1:47 pm
by Duck Doc
So, help me understand. Here is the situation: 219 Legion regiment, 15 stack points, of 1 CCNN division is going to pay only 4 Fuel points for Move+ while Reserve regiment, 11 stack points, of the same division pays 10. Why the big difference. I don't really understand how to differentiate between the different HQ types, maybe?

Image

RE: Move+/ Combat+ values

Posted: Thu Nov 29, 2018 1:49 pm
by Duck Doc
ORIGINAL: bcgames

Good catch. The chart should look like this:

Image

Should not the Fuel allocations under 'Additional Costs for Higher Hq's' be moved also?

Thanks,

RE: Move+/ Combat+ values

Posted: Thu Nov 29, 2018 2:20 pm
by bcgames
ORIGINAL: Duck Doc

So, help me understand. Here is the situation: 219 Legion regiment, 15 stack points, of 1 CCNN division is going to pay only 4 Fuel points for Move+ while Reserve regiment, 11 stack points, of the same division pays 10. Why the big difference. I don't really understand how to differentiate between the different HQ types, maybe?

Image
A HQs’ type is defined by the highest costing subordinate unit type directly subordinate to the HQs. The tank battalion in Res 1 CCNN makes that HQs a Mechanized/Armor HQs.

RE: Move+/ Combat+ values

Posted: Thu Nov 29, 2018 2:26 pm
by bcgames
ORIGINAL: Duck Doc
Should not the Fuel allocations under 'Additional Costs for Higher Hq's' be moved also?
Yep. Fixed. More coffee.

RE: Move+/ Combat+ values

Posted: Thu Nov 29, 2018 5:54 pm
by Duck Doc
ORIGINAL: bcgames

ORIGINAL: Duck Doc

So, help me understand. Here is the situation: 219 Legion regiment, 15 stack points, of 1 CCNN division is going to pay only 4 Fuel points for Move+ while Reserve regiment, 11 stack points, of the same division pays 10. Why the big difference. I don't really understand how to differentiate between the different HQ types, maybe?

Image
A HQs’ type is defined by the highest costing subordinate unit type directly subordinate to the HQs. The tank battalion in Res 1 CCNN makes that HQs a Mechanized/Armor HQs.

Ok, got it. What's the difference then between a Motorized and a Semi-Motorized HQ. Thanks,

RE: Move+/ Combat+ values

Posted: Fri Nov 30, 2018 9:27 am
by bcgames
ORIGINAL: Duck Doc
What's the difference then between a Motorized and a Semi-Motorized HQ. Thanks,
Short answer--There aren't any semi-motorized HQs in the game.

Longer answer--If there were, the only difference between a motorized HQs and Semi-Motorized would be the movement factors of the subordinate infantry. At one time there was quite a differentiation of movement factors between units within an organization--heavy artillery and semi-motorized infantry moved slower than light artillery, anti-aircraft and anti-tank; which all moved faster than leg and airborne infantry. That's all well and good...until the player attempts to conduct a road march--traffic jams and/or huge gaps develop in the formation...then loss of C2...then WTF? So movement factors got homogenized within organizations to reduce these less-than-cheerful effects.

RE: Move+/ Combat+ values

Posted: Fri Nov 30, 2018 5:42 pm
by Duck Doc
Got it. Thanks,