Isolated in northern Norway but elite replacements

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pupski
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Isolated in northern Norway but elite replacements

Post by pupski »

I have this little remark about replacements and the title says most of it. I have these two units that landed in north Norway, A panzer and an infantry unit.
They are, turn after turn, beaten, suppressed, bombarded by ships, planes and artillery but manage to survive each turn with 1-3 strength on a mountain top. And every turn they receive off course; fresh new elite replacements up to a maximum of ten, because they flee from the enemy every turn. The next turn they go back to attacking as if nothing has happened to them.

It's all enjoyable as a game and not a terrible issue but it feels very very unrealistic. Would it be possible to prevent these cases without spoiling the spirit of the game. So some sort of supply network/grid/front/line that can be broken. All with one easy to understand rule. So if no contact can be made with a friendly city or ship hex the unit cannot get full replacement or certainly not elite replacements. I remember these rules from many games but also form a game like this. You land ashore in Norway and get a maximum of 1 supply (point or unit, don't remember) so you have to take a city as fast as you can before being to damaged or being destroyed.

Image

The image show my heroes battling at near full strength near Trondheim in turn 6. At turn 12 they seize Trondheim with almost full strength after having fought isolated for 10 turns. Together they received approximately 80-100 elite replacements.
Rudankort
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Post by Rudankort »

So, can you (or anyone else on the forum) suggest a rule which would be simple and at the same time would solve the problem described? I agree that it would be nice to fix, but I don't want to overcomplicate the game because of this either.
Obsolete
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Post by Obsolete »

This was already solved in the PG series. I know for sure it was in PGIII where every time you took full replacements, the maximum full-replacements for the (Next Time) you do that will have max-1. So each time you do the replacements you continue to get a cumulative -1 on your maximum strength of that unit, until the counter resets between scenarios. Of course, there were some leader specials which negative this, I can't remember what it was now, resilience or something?

The point is, you run into a situation of diminishing returns when trying to get gamey with this.
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Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Rudankort
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Post by Rudankort »

Well, I don't want to change the supply system that dramatically. I'm convinved that in most cases elite replacements should be available as long as you have enough prestige to afford them.

The problem which would be nice to solve it specifically supply of isolated units, other units should not suffer at all.
uran21
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Post by uran21 »

Rudankort wrote:The problem which would be nice to solve it specifically supply of isolated units, other units should not suffer at all.
This problem is resolved in many games with ownership of hex. How you move ownership of hexes changes but to be fully functional it requires colour coding for tiles.
pupski
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Post by pupski »

If I get this genius insight I'll let you know. But I think a traceable supply path to a friendly town works in most scenarios en cases. I'll study it some more..
Razz1
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Post by Razz1 »

Obsolete wrote:This was already solved in the PG series. I know for sure it was in PGIII where every time you took full replacements, the maximum full-replacements for the (Next Time) you do that will have max-1. So each time you do the replacements you continue to get a cumulative -1 on your maximum strength of that unit, until the counter resets between scenarios. Of course, there were some leader specials which negative this, I can't remember what it was now, resilience or something?

The point is, you run into a situation of diminishing returns when trying to get gamey with this.
This -1 would kill multi-player games.
tnourie
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Supply of Replacements

Post by tnourie »

Perhaps as each transport (representing in the real world multiple ships\escorts) offloads, it could also offload a "supply hex" Say - one full compliment of replacements\supplies per or maybe unlimited, but it would Have To Be Defended or it could be lost. It would help for it to be "invisible" to the opposing force, similar to a normal "supply hex" (for programing issues)?

Or you could assume that supplys are air dropped?

Or just call it cool gameplay as it's not supposed to be a totaly accurate simulation. . .
Thanks,
Tim Nourie
IainMcNeil
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Post by IainMcNeil »

As we dont have hex ownership could we just set a max distance to the nearest friendly supply source. You would not be able to trace through enemy units. Maybe not through ZOC's either. Not sure about sea hexes. Maybe we allow them.

E.g. if more than 10 hexes by the shortest route you are out of supply and cannot replesnish ammo/fuel or casualties? 10 hexes is a long way so would only apply if units were really cut off or dropped like these paraas & landing craft in teh middle of nowhere without support.

It would mean on misions where you were naval landing you'd have to cpature a supply centre fast or be in trouble...

A workaround is to say that any naval unit next to the coast acts as a supply source for these purposes.

The big issue then is feeding back all these rules to the player.

I'd suggest we leave it as it is for now and maybe address in a patch.
Razz1
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Post by Razz1 »

It is something to test but supply through water should be included if you ask me.

I would much prefer the above case to the current supply as in Multi player we do not have the room to move and the troops to retreat backwards 3 or 4 hexes and hold the line so we can re-supply.
IainMcNeil
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Post by IainMcNeil »

It feels like something for the wish list. Lets focus on finishing what we have and then look at new features like this later.
Obsolete
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Post by Obsolete »

This -1 would kill multi-player games.
How so? People played the PG multi-player all the time and loved it.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
heinrich
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Post by heinrich »

+1
Razz1 wrote:This -1 would kill multi-player games.
I don´t see how this would affect multiplayer games daramatically, on the other side It would drivin me nuts if I would attack an enemy unit EVERY TURN without seeing any result. The -1 rule would prevent this. But please feel free to explain, what exactly are your concerns about this rule?
Razz1
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Post by Razz1 »

Think about it.
heinrich
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Post by heinrich »

Razz1 wrote:Think about it.
Erhhh yes I will but don´t be surprised if I say something like: awww no sorry guys there HAVE to be a way to destroy an isolated enemy^^
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