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mules and the reinforcment bug

Posted: Sat Nov 17, 2001 6:24 pm
by loveman
can anyone tell me what is a mule( apart from a donkey) and at what level should the russian reinforcement level be set to avoid the bug ( arrgghh) when playing the russians in v 3101. and does this bug eventually go away. <img src="confused.gif" border="0">

Posted: Sat Nov 17, 2001 7:34 pm
by SoleSurvivor
I think a mule is a crossbreed of a horse and a donkey which cannot multiply itself.

Posted: Sat Nov 17, 2001 8:18 pm
by matt.buttsworth
70% is the safe answer to the other question

Posted: Sun Nov 18, 2001 12:34 am
by Lorenzo from Spain
Originally posted by loveman:
can anyone tell me what is a mule( apart from a donkey) and at what level should the russian reinforcement level be set to avoid the bug ( arrgghh) when playing the russians in v 3101. and does this bug eventually go away. <img src="confused.gif" border="0">
A &#8220;mule&#8221; HQ is an HQ used for logistic purposes; in the game is used to give &#8220;extra-supply&#8221; to some important units, maintaining the PP of main HQ. At the end of a turn, you change the unit to the &#8220;mule HQ&#8221;, it receives extra-supply and after goes to its original HQ.
There is a debate in forum about them (in &#8220;house rules proposal&#8221 <img src="wink.gif" border="0"> . Some of us think is correct use them, others don&#769;t.
Resuming:
Advantages of use of &#8220;mules&#8221;:
- You can give more units to your best generals, and you can concentrate the air power.
- In a defensive situation, you can resupply the front without danger of shatter because shortage of PP.
- In offensive, your main units (panzers) receive more supply than the others.
- You will use your PP in the most effective form, deciding where is more important to have resources and supply.
Disadvantages:
- Is boring to change the HQ&#769;s at the begin of every turn.
- The opponent knows where will be an attack, because can see the concentration of HQ&#769;s.
- There are serious doubts about the historicity and realism of this.

Personally, I use mules. I think that in WIR you can&#769;t decide about supply, as in reality. Is not realistic that the units fighting and defending Moscow or Stalingrad will receive the same proportion of supply that the garrison of Gorki. So, accepting that &#8220;mules&#8221; are not realistic, they are the only way we have in WIR to decide about supply distribution (air supply too, I remember).

General agreement: there is not agreement about the use or not use of mules. So, if you play PEBM, you should agree with your opponent.

Wich bug are you talking?

Posted: Sun Nov 18, 2001 12:37 am
by GET TRANSPT
Originally posted by Matthew Buttsworth:
70% is the safe answer to the other question
There is a Soviet reinforcment bug? I seldom set levels above 65 in ver 1.x and 2.x . What does this bug do?

If 70% is "safe" what is "risky"?

Thanks,


Sergio

Posted: Sun Nov 18, 2001 4:42 am
by Josans
Originally posted by loveman:
can anyone tell me what is a mule( apart from a donkey) and at what level should the russian reinforcement level be set to avoid the bug ( arrgghh) when playing the russians in v 3101. and does this bug eventually go away. <img src="confused.gif" border="0">
Willie, I think the replacement level can be set at 80% to avoid the bug.

Posted: Sun Nov 18, 2001 4:49 am
by Josans
[QUOTE]Originally posted by GET TRANSPT:
[QB]

There is a Soviet reinforcment bug? I seldom set levels above 65 in ver 1.x and 2.x . What does this bug do?

If 70% is "safe" what is "risky"?

Thanks,

Some random full strenght divisions can loss their squads when receive replacements and remain with only 10-20 squads.
Murphys Law works : your best divisions are hit by the bug <img src="mad.gif" border="0">
I think the safe level is 80% but Mist knows better.