Readyness Recovery

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TOCarroll
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Readyness Recovery

Post by TOCarroll »

I am playing the "Rommel In North Africa" Scenario, and would like to know how the hell long it takes the panzers (or anyone) to recover readyness in that god-forsaken wasteland. [&:] I am aware of the Axis' lame supply lines, but all I have done is kick the allies out of Mersa Brega, and all my troops are practally on strike (red box on unit). I am sure this is very accurate, but I would like to attack Bengazi before July. Advice?

NOTE: My attacks were on limited casualties, not max casualties. Everyone is still pooped.

PS This is a GREAT game.....I just dont know how to calculate supply effects.
"Ideological conviction will trump logistics, numbers, and firepower every time"
J. Stalin, 1936-1941...A. Hitler, 1933-1945. W. Churchill (very rarely, and usually in North Africa). F. D. Roosvelt (smart enough to let the generals run the war).
JAMiAM
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RE: Readyness Recovery

Post by JAMiAM »

A unit's maximum readiness is limited to its supply level, or 33%, whichever is more. Most desert scenarios have very low supply rates, for the amount of movment that goes on. The best you can do in situations like this, is to use the high supply advanced game option, and drive on...

As long as your opponent is in the same shape as you, don't worry about supplies too much. As one, or the other of you gets closer to your supply bases, that may change fairly quickly though. Watch out in pursuits, and balance caution with diligence, so that you neither end up running into a brick wall of fresh troops, nor let too many of the fleeing enemy escape.
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golden delicious
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RE: Readyness Recovery

Post by golden delicious »

Unlike in road traffic, a red light is just a warning, not a stop sign.

When the unit evaporates, then you can stop.
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henri511
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RE: Readyness Recovery

Post by henri511 »

This scenario purposely makes the Axis supply situation very difficult. If you turn on the supply display, you will see that there is good supply fo about 20 hexes around the axis supply unit, then it goes down to 11 or somethig like that as you get far away. But there are a couple of things you can do to alleviate that. After you take Tobruk, it becomes a supply source so nearby units can get a boost from Tobruk. But the road is ling and the supply situation gets dire again as soon as you go beyond 20 hexes or so from Tobruk.

Remember that units recover faster if they are in the green, so NEVER let your units go into the red by movement, and avoid orange if you can. This means that when you get far away from the supply unit, only move your units about 12 movement points, which is usually enough to keep them in the yellow or green. And choose the option of high supply, otherwise you may have to restrict movement even more.

Note that the first unit to move into an enemy road hex pays a high price (typically 4 mvement points), whereas on the next turn units will require only one or two movement points. So use units with high movement points (typically recon- and they recover faster too) to open the road. If units go into orange, stop and let them recover until they become green.

In any case, the road to El Alamein is long, and almost nothing will happen for the first 50 moves, except for a few speed bumps. The British will not make any serious incursions until long after you take Tobruk, so plod ahead and wait till you bump into the British counter-offensive, when all hell will break loose [X(]. If I have time, maybe I will post an AAR [:o]

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golden delicious
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RE: Readyness Recovery

Post by golden delicious »

ORIGINAL: hen5ri

Remember that units recover faster if they are in the green, so NEVER let your units go into the red by movement, and avoid orange if you can.

This would depend on where you're moving to. Obviously, if it's really important, you can keep on pushing with the red-health units. In a more static situation, it's better to rest, though.
This means that when you get far away from the supply unit, only move your units about 12 movement points,

It's better to move the full movement allowance some turns and none at all on other turns, since units which don't move at all get a bonus to supply and readiness recovery, IIRC.
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henri511
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RE: Readyness Recovery

Post by henri511 »

ORIGINAL: golden delicious

ORIGINAL: hen5ri

Remember that units recover faster if they are in the green, so NEVER let your units go into the red by movement, and avoid orange if you can.

This would depend on where you're moving to. Obviously, if it's really important, you can keep on pushing with the red-health units. In a more static situation, it's better to rest, though.
This means that when you get far away from the supply unit, only move your units about 12 movement points,

It's better to move the full movement allowance some turns and none at all on other turns, since units which don't move at all get a bonus to supply and readiness recovery, IIRC.

Are your sure, taking into account that units in the red recover much slower? This is important and is unclear, so please someone in the know, spell it out: if I move a unit its fulll movement allowance one move and don't move it the next, will my unit be in better shape than if I move it half of its movement allowance twice in a row? Or more practical, if I have to go somewhere 50 moves away, am I better off moving the full allowance and resting for 4 moves than moving a distance on each move such that my unit stays in the yellow.In the scenario uinder question, if a unit becomes red, forget about using it for a half-dozen moves...And if you move with the unit in the red, I understand that hyou will get desertions, so eventually always moving in the red could dissolve one's units. Am I wrong?

Or is the answer "it depends"?

Henri
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golden delicious
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RE: Readyness Recovery

Post by golden delicious »

ORIGINAL: hen5ri

Are your sure, taking into account that units in the red recover much slower?

? Is this the case? I certainly am not aware of any such rule. My understanding is that unit supply depends on the supply delivered to the hex, formation supply level, adjacent co-operative HQs and whether or not the unit has moved- but not on current supply level.

The health indicator wouldn't be the trigger anyway, since this depends on the amount of equipment in the unit as well as supply and readiness. In fact a unit cannot get down to red health just through losing supply and readiness alone.
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henri511
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RE: Readyness Recovery

Post by henri511 »

ORIGINAL: golden delicious

ORIGINAL: hen5ri

Are your sure, taking into account that units in the red recover much slower?

? Is this the case? I certainly am not aware of any such rule. My understanding is that unit supply depends on the supply delivered to the hex, formation supply level, adjacent co-operative HQs and whether or not the unit has moved- but not on current supply level.

The health indicator wouldn't be the trigger anyway, since this depends on the amount of equipment in the unit as well as supply and readiness. In fact a unit cannot get down to red health just through losing supply and readiness alone.

Lemme rephrase that: I think I saw that units LOW on SUPPLIES recover more slowly. So if a unit is in the red, would that not affect its state of supplies and therefore the speed at which it recovers? Now I could be wrong...[&o]

Henri

(added later)

OK, I did an experiment and although it is not conclusive, it appears that you are probably right.

I moved two identical units one behind the other, the first moving its full movement allowance and the other using only half. After a couple of moves, both units went into orange (they never went red). After a while, I let the forward unit rest until the second one caught up. On the next move, the first unit had more supplies than the slower unit, whereas othe parameters were identical.

So it does appear that it is preferable to use the full movement ability of the unit if one is in a hurry. The oly thing to watch out for is not bumping into enemy units while you are orange or red. [X(]
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