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GA Interdiction - Combat Effects

Posted: Sun Oct 29, 2023 8:21 pm
by Wiedrock
Two questions regarding the Effects of GA Interdiction (GAi) on Combat.

Finally, after not testing for almost a year I managed to get GA Interdiction to work, not sure if I failed the test back then or it was been fixed in the meantime...or I was just unlucky/not patient enough to make it trigger.
Living Manual 1.22, p.406 wrote:Attacker interdiction in the defender’s hex will cause damage/disruption to the defending units while defender interdiction in the attacker’s hex(es) will cause damage/disruption to the attacker. Each unit in combat is impacted by the enemy interdiction in their hex.
Living Manual 1.22, p.304 wrote:In addition to disrupting/damaging or destroying Ground Elements, Interdiction has the effect of raising the Movement cost of each hex once it reaches a certain level (38.7.2).
Setup:
- Starting GC 41 and deleting all ADs. Setting up one GAi for Luftflotte 1 on a single Hex where a unit stands which I want to attack with as Soviet.
- Rolling the one AD, getting 40 (4) Interdiction in the hex and switching to Soviet side.
- attacking from that Hex with different units (mostly Hasty attacks).
-> observing if/when it triggers and what effects it has on Fatigue
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DAM/DES elements by this GAi seems to bee all right. But I am struggling with the DIS (especially it's effect on post battle Fatigue)


Questions:
  1. Why isn't it always triggering the effect? And what's influencing it's chance to trigger?
  2. Why is there almost no additional Fatigue being added when 200+ elements are being DISrupted by the GA Interdiction? (I am not sure how Fatigue generally is being handled so input concerning G2G and normal GS is also appreciated).
  3. It's hard from this few tests, to say whether the DISrupted elements actually reduce the final CV due to the massive and unknown calculation of final CV values...
GA-Interdiction-low-Fatigue gain.png
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