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Unkillable LCUs.
Posted: Wed Jun 15, 2005 3:44 pm
by Oleg Mastruko
Okay first and foremost I am NOT using 1.5x public beta, just a regular 1.50. I am posting here because I think this issue was not addressed in latest public betas, and I'd rather post here than on main board for reasons of clarity.
Land units, if cought in non base hex, refuse to die, even when faced with overwhelming odds. I noticed this in couple games. I surround enemy unit, get huge odds of like 12:1, enemy unit has nowehere to retreat, but it won't die.
Screenshot below. I am Japanese in this game. I attack the Allied unit turn after turn, they won't die. They got nowehere to go, but they won't surrender or die.
Here's the latest combat report:
Ground combat at 40,61
Japanese Deliberate attack
Attacking force 21529 troops, 173 guns, 14 vehicles
Defending force 1866 troops, 14 guns, 0 vehicles
Japanese assault odds: 8 to 1
Japanese ground losses:
67 casualties reported
Guns lost 1
Allied ground losses:
56 casualties reported
Guns lost 4
Savefile available upon request.
O.

RE: Unkillable LCUs.
Posted: Wed Jun 15, 2005 3:45 pm
by Oleg Mastruko
Similar situations, when fought in base hexes, end in logical manner (weaker side with no retreat path surrenders or dies). I guess this has something to do with being in non base hex.
O.
RE: Unkillable LCUs.
Posted: Wed Jun 15, 2005 4:13 pm
by bradfordkay
You don't need to attack them, they will eventually die on their own. Without being at a base hex, they cannot be picked up by any trasport, nor can they be resupplied. I had some Dutch units that were forced into a non-base hex after the fall of their last base on Sumatra, the AI ignored them and after a couple of months they were no longer there.
RE: Unkillable LCUs.
Posted: Wed Jun 15, 2005 4:25 pm
by paladin333
ORIGINAL: bradfordkay
You don't need to attack them, they will eventually die on their own. Without being at a base hex, they cannot be picked up by any trasport, nor can they be resupplied. I had some Dutch units that were forced into a non-base hex after the fall of their last base on Sumatra, the AI ignored them and after a couple of months they were no longer there.
Yes, you are right. The only BUT is that I preffer to destroy that LCU as soon as possible and move out my troops to strategicaly important front. Use 25000 soldiers for tieing just 1800 enemy is a pain.
RE: Unkillable LCUs.
Posted: Wed Jun 15, 2005 4:56 pm
by Mr.Frag
Fire me off a save of that Oleg. Thanks.
RE: Unkillable LCUs.
Posted: Wed Jun 15, 2005 5:09 pm
by Bradley7735
ORIGINAL: bradfordkay
You don't need to attack them, they will eventually die on their own. Without being at a base hex, they cannot be picked up by any trasport, nor can they be resupplied. I had some Dutch units that were forced into a non-base hex after the fall of their last base on Sumatra, the AI ignored them and after a couple of months they were no longer there.
I have been able to pick up troops via sub or fast transport in the past. It doesn't always work, and it's tough to keep a task force in the hex the troops are in, but it's possible. Generally if you make a new task force and move all the ships into it, it'll load the troops.
RE: Unkillable LCUs.
Posted: Thu Jun 16, 2005 1:28 pm
by Sardaukar
ORIGINAL: Bradley7735
I have been able to pick up troops via sub or fast transport in the past. It doesn't always work, and it's tough to keep a task force in the hex the troops are in, but it's possible. Generally if you make a new task force and move all the ships into it, it'll load the troops.
Same here. "Do not retire" helps a lot here. I've been able to evac lot of Dutch that way, units that have been pushed out of bases.
That is of course dangerous when Japanese gget their Betties in place...[:)]
RE: Unkillable LCUs.
Posted: Thu Jun 16, 2005 1:56 pm
by EUBanana
ORIGINAL: Bradley7735
ORIGINAL: bradfordkay
You don't need to attack them, they will eventually die on their own. Without being at a base hex, they cannot be picked up by any trasport, nor can they be resupplied. I had some Dutch units that were forced into a non-base hex after the fall of their last base on Sumatra, the AI ignored them and after a couple of months they were no longer there.
I have been able to pick up troops via sub or fast transport in the past. It doesn't always work, and it's tough to keep a task force in the hex the troops are in, but it's possible. Generally if you make a new task force and move all the ships into it, it'll load the troops.
Sub transport at least definitely works. Evaccing a cadre of troops cut off from a base by submarine is S.O.P. in my game.
RE: Unkillable LCUs.
Posted: Tue Jun 28, 2005 11:07 am
by JP
ORIGINAL: Oleg Mastruko
Land units, if cought in non base hex, refuse to die, even when faced with overwhelming odds. I noticed this in couple games. I surround enemy unit, get huge odds of like 12:1, enemy unit has nowehere to retreat, but it won't die.
Screenshot below. I am Japanese in this game. I attack the Allied unit turn after turn, they won't die. They got nowehere to go, but they won't surrender or die.
Same problem in China with the 1.60 patch. [:(]
What is the solution ?

RE: Unkillable LCUs.
Posted: Tue Jun 28, 2005 11:17 am
by JP
May be this thread have to be moved to the support forum...
RE: Unkillable LCUs.
Posted: Tue Jun 28, 2005 11:20 am
by Mr.Frag
Send me that save JP ... I assume thats against the AI?
RE: Unkillable LCUs.
Posted: Tue Jun 28, 2005 11:26 am
by JP
Yes, against the AI.
I will send you the savefile tonight.
RE: Unkillable LCUs.
Posted: Tue Jun 28, 2005 7:08 pm
by JP
ORIGINAL: Mr.Frag
Send me that save JP ... I assume thats against the AI?
Savefile sent. [:)]
RE: Unkillable LCUs.
Posted: Thu Jul 07, 2005 1:58 pm
by JP
No news ?
RE: Unkillable LCUs.
Posted: Thu Jul 07, 2005 7:29 pm
by fokkov
setting 1 or 2 pby squadrons on pick up troops also does the trick.
I am evacuating a lot of troops like this pushed out of rangoon into a coatal hex to andaman islands.
it works , as long as the AI lets me.
RE: Unkillable LCUs.
Posted: Fri Jul 15, 2005 3:30 am
by Captain Ed
This is spooky I am in a PBEM and we have exactly the same situation as this in the same spot I am the Allies and my unit will not die either. This is weird.
ORIGINAL: Oleg Mastruko
Okay first and foremost I am NOT using 1.5x public beta, just a regular 1.50. I am posting here because I think this issue was not addressed in latest public betas, and I'd rather post here than on main board for reasons of clarity.
Land units, if cought in non base hex, refuse to die, even when faced with overwhelming odds. I noticed this in couple games. I surround enemy unit, get huge odds of like 12:1, enemy unit has nowehere to retreat, but it won't die.
Screenshot below. I am Japanese in this game. I attack the Allied unit turn after turn, they won't die. They got nowehere to go, but they won't surrender or die.
Here's the latest combat report:
Ground combat at 40,61
Japanese Deliberate attack
Attacking force 21529 troops, 173 guns, 14 vehicles
Defending force 1866 troops, 14 guns, 0 vehicles
Japanese assault odds: 8 to 1
Japanese ground losses:
67 casualties reported
Guns lost 1
Allied ground losses:
56 casualties reported
Guns lost 4
Savefile available upon request.
O.
RE: Unkillable LCUs.
Posted: Fri Jul 15, 2005 4:25 am
by CapAndGown
I had the same thing happen in my game against Grotius. See page 4 of Atlantic 10 championship AAR. I finally gave up, reloaded my troops and sent them off for other operations.
In thinking about it, I guess it doesn't matter since I don't think they can move anywhere since they can't trace a valid supply path. At least I hope they can't move. [8|]
RE: Unkillable LCUs.
Posted: Mon Aug 29, 2005 9:29 am
by JP
I always have the problem in another place in China but with 40 000 chinese soldiers surrounded by the japanese forces.
What can I do ? Can I modify directly the save file ?
Is this problem will be corrected in the next patch ?
RE: Unkillable LCUs.
Posted: Tue Nov 01, 2005 4:22 pm
by JP
Is the unkillable LCU bug corrected with the latest beta patchs ?
RE: Unkillable LCUs.
Posted: Tue Nov 01, 2005 11:08 pm
by Halsey
It's not a bug.
Units that don't have a retreat path take a lot longer to dispose of.[;)]