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TOE Skeletons
Posted: Mon Feb 20, 2006 6:02 pm
by Dereck
The manual says units will "fill out" according to their associated TOE if they match. Does that mean that Wpn 1 in the unit has to match the device in the Wpn1 slot of the skeleton and on down through wpn20 or can they be in any order just the same weapons overall?
RE: TOE Skeletons
Posted: Mon Feb 20, 2006 6:06 pm
by treespider
IIRC they have to match slot for slot. Now if additional devices are attached to the unit beyond the TO&E I'm not positive about the impact but I think it will fil to the TO&E and ignore the excess...
IE TO&E has devices in Slots 1-10. Unit needs exact sequence of slots 1-10. If something is in slot 11 for the unit I believe the engine will disregard it for filling out the TO&E
RE: TOE Skeletons
Posted: Mon Feb 20, 2006 6:10 pm
by Kereguelen
ORIGINAL: dereck
The manual says units will "fill out" according to their associated TOE if they match. Does that mean that Wpn 1 in the unit has to match the device in the Wpn1 slot of the skeleton and on down through wpn20 or can they be in any order just the same weapons overall?
They have to match the slots (within the upgrade path of the weapon, that is, a 3in AA will eventually upgrade to 90mm AA even if 3in AA is shown in the TOE slot). And you may only use slots 1 - 15 for LCU's. 16 - 20 do never show up!
K
RE: TOE Skeletons
Posted: Mon Feb 20, 2006 7:35 pm
by Dereck
OK another question:
If a unit has the following weapons:
wpn1=264
wpn2=267
wpn3=281
wpn4=282
wpn5=279
wpn6=284
wpn7=285
wpn8=286
wpn9=251
wpn10=252
ALL but wpn8 match exactly what is in the TOE skeleton the unit is based on. Does that mean the weapons OTHER than wpn8 will attempt to conform to the skeleton or will none try to?
RE: TOE Skeletons
Posted: Tue Feb 21, 2006 4:28 am
by Dereck
OK I have yet another TOE type question.
If I have a TOE with the following:
If a unit has the following weapons:
wpn1=264
wpn2=267
wpn3=281
wpn4=282
wpn5=279
wpn6=284
wpn7=285
wpn8=286
wpn9=251
wpn10=252
And base a unit off it and have the weapons in the same slots as the TOE but if I leave wpn10 off the actual unit, will it appear and build up from 0 or will it be omitted from the unit entirely?
RE: TOE Skeletons
Posted: Tue Feb 21, 2006 3:37 pm
by el cid again
IIRC they have to match slot for slot. Now if additional devices are attached to the unit beyond the TO&E I'm not positive about the impact but I think it will fil to the TO&E and ignore the excess...
IE TO&E has devices in Slots 1-10. Unit needs exact sequence of slots 1-10. If something is in slot 11 for the unit I believe the engine will disregard it for filling out the TO&E
Close. It ignores things above slot 15.
Also, if a unit lacks something in the master template, it will tend to add it.
And if it has something extra, when that is lost, it won't come back.
RE: TOE Skeletons
Posted: Tue Feb 21, 2006 3:38 pm
by el cid again
And base a unit off it and have the weapons in the same slots as the TOE but if I leave wpn10 off the actual unit, will it appear and build up from 0 or will it be omitted from the unit entirely?
It might be safer to put it in the unit with 0 quantity. But I GUESS it will add it. Under proper conditions of supply, of course.
RE: TOE Skeletons
Posted: Wed Feb 22, 2006 12:18 am
by witpqs
I noticed that some base units (both USAFFE and Dutch) that start the game with large air support (AV) - anywhere from 90 to 150 - AND have that same large number in their TOE, still only rebuild to 30 air support (AV) if they get partly destroyed. (I realize that some units start with air support greater than their TOE, I am specifically talking about different cases where they start with the same as TOE and it's a large number.)
I'm unsure if this tidbit is valuable to any of you, but maybe it will ward off a surprise if you run into it.
RE: TOE Skeletons
Posted: Wed Feb 22, 2006 7:55 am
by michaelm75au
ORIGINAL: el cid again
IIRC they have to match slot for slot. Now if additional devices are attached to the unit beyond the TO&E I'm not positive about the impact but I think it will fil to the TO&E and ignore the excess...
IE TO&E has devices in Slots 1-10. Unit needs exact sequence of slots 1-10. If something is in slot 11 for the unit I believe the engine will disregard it for filling out the TO&E
Close. It ignores things above slot 15.
Also, if a unit lacks something in the master template, it will tend to add it.
And if it has something extra, when that is lost, it won't come back.
Actually, all 20 slots can have devices.
However, there is only room to display 15 on the TOE/unit display.
The "unseen" 5 will still draw replacements up to the TOE limit {tested this}, and as far as I can see, count in combat and totals.
And, (as stated in manual) it is best that there is a one to one mapping of slots between TOE and LCU.
IIRC, replacements are taken up to the value in the TOE slot - regardless of the current device of the LCU.
Devices which are in addition to the TOE should appear in slots after the TOE slots in the LCU.
And as said above, these additional devices do not get replaced.
Michael