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 “mule” HQ is an HQ used for logistic purposes; in the game is used to give “extra-supply” to some important units, maintaining the PP of main HQ. At the end of a turn, you change the unit to the “mule HQ”, it receives extra-supply and after goes to its original HQ.
There is a debate in forum about them (in “house rules proposal” <img src="wink.gif" border="0"> . Some of us think is correct use them, others dońt.
Resuming:
Advantages of use of “mules”:
- 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 HQ́s at the begin of every turn.
- The opponent knows where will be an attack, because can see the concentration of HQ́s.
- There are serious doubts about the historicity and realism of this.
Personally, I use mules. I think that in WIR you cańt 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 “mules” 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?