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Killing units which are surrounded.

Posted: Sat Jul 15, 2006 7:10 am
by glvaca
I've read somewhere in another thread that units which are surrounded during the turn and then destroyed still contribute a portion of their strength to the replacement pool. If this is correct (and please correct me if not) then when will a unit not contribute to the replacement pool?

By the way, the latest patch is a life saver for my Axis air units in FitE. Losses are still high but not enourmous as they used to be. Good work!

RE: Killing units which are surrounded.

Posted: Sat Jul 15, 2006 7:19 am
by glvaca
Oh, and starting a new turn in FitE takes around 5 minutes now. A marked improvment of the 15m previously.

RE: Killing units which are surrounded.

Posted: Sat Jul 15, 2006 1:39 pm
by larryfulkerson
ORIGINAL: glvaca
I've read somewhere in another thread that units which are surrounded during the turn and then destroyed still contribute a portion of their strength to the replacement pool.

The game engine determines whether or not a unit is out of supply only one time, during the book keeping phase of the turn ( at the start of the turn ). So you can surround a unit and kill it but it will still have been counted as not "surrounded" for *that* turn. So if you want to make sure the equipment doesn't get itself back into the replacement pool you gotta wait until the *next* turn after you surround it, so that the computer counts it as truely surrounded and out of supply.

RE: Killing units which are surrounded.

Posted: Sat Jul 15, 2006 9:31 pm
by alaric99x
...and if it delays your offensive then just kill the dam thing, forget about the replacement pool for that moment, and move on.

RE: Killing units which are surrounded.

Posted: Sat Jul 15, 2006 11:46 pm
by murx
Question: Is Disbanding handled in the same way (but with probably 100% going to the replacement pool!)? If yes - the player (if he is the second to move usually) can at least 'save' his units and send them to the replacement pool.
So he has to consider if it is worth to give those units up for a turn (or a halve) as roadblock or cannon fodder - or if he wants to keep the squads and tanks (and wait for the reconstitution of the unit).
 
If disbanding allows to 'cheat' your units from death (which might or might not be useful from case to case) the engine should check at the point of disbanding if the supply of that unit is still valid.
 
murx

RE: Killing units which are surrounded.

Posted: Sun Jul 16, 2006 12:24 am
by LLv34_Snefens
True, hopefully the planned removal of the difference between P1 and P2, will cure this disband problem, that so far have been forced to be handled by house rules.

RE: Killing units which are surrounded.

Posted: Sun Jul 16, 2006 12:59 pm
by glvaca
ORIGINAL: alaric99x

...and if it delays your offensive then just kill the dam thing, forget about the replacement pool for that moment, and move on.
Very true, but if it doesn't delay the offensive I'll wait a turn as the amount that goes to the pool is substantial.

RE: Killing units which are surrounded.

Posted: Sun Jul 16, 2006 4:13 pm
by alaric99x
Of course, same procedure that I use.

RE: Killing units which are surrounded.

Posted: Sun Jul 16, 2006 8:24 pm
by Erik2
I think disbanding a unit adds to the opposite players victory points, ie the same result as if had been evaporated in combat. But the proportion of equipment goint to the replacement pool shold be higher.
At least I've seen this behaviour while testdriving a new scenario.

Erik

RE: Killing units which are surrounded.

Posted: Sun Jul 16, 2006 10:45 pm
by golden delicious
ORIGINAL: Erik Nygaard

I think disbanding a unit adds to the opposite players victory points, ie the same result as if had been evaporated in combat.

The loss penalty is based on the difference in the total AP strength of all currently assigned equipment, and the same value at the start of the scenario. Because of this, disbanding a unit makes it go up- but when the equipment comes back into other units, the loss penalty should go down again.