Hahahaha!

Mantis

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:cool:

FIRST!

Reposting previous message for more input:


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Mantis (08-04-2002 01:22 p.m.):
* Dan, are you receiving my emails? I replied to your message about email gremlins, but I'm not even sure which email I should use as the default when I compose a message, because the message I sent days earlier asking that very thing perhaps never got through, I don't recall an answer. I've been bouncing alot of turns with both Ming and Raver, with no problems.
In case you missed my reply, I need you to resend the turn, as I've never received it. (This has happened with us a few times before. With the exception of when they were upgrading all the mail servers, my mail is generally flawless. Do our ISPs hate each other?)



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I was away for the weekend, and just resent your turn 5 minutes ago. As for connectivity problems if it doesn't arrive let me know at danst31@email.com and I'll continue playing via it. The account I was using was down the weekend before last for a server upgrade, no mail was supposed to've been lost in the upgrade but it did take substantially longer than they expected so something might've gone wrong. I was looking at myrealbox as a replacement for the webmail I'd been sending pbem turns through, but I'm begining to think I'll have to look elsewhere. I'm not sure what the problem is, but since I'm not using the same ISP as the last time we had trouble I don't think that's the problem.



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* A question about supply, as I'm not entirely clear on one concept. Take a given supply value, let's say 40. If multiple units occupy this hex, instead of just one, do they get less supply per unit? Would a single corp get 40 worth of supply, and 8 corps only get 5 each?

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no, each gets 40*formation supply efficiency*.66(if not adjacent to a cooperating HQ)*1.5(if adjacent to a cooperating supply unit)



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* Should the event that begins an all out war with Finland also start some modest production of light rifle squads? The losses in this campaign are atrocious, and even with a successful conquest of the Finns, I don't see the losses as being worth it at all. If Russia can be at war with a neighbor nation for half a year, and not even crank out 1 (!) gun when they are so short of them that their infantry corps are basically charging with blades, they had no hope of surviving the next 2 years, never mind stemming the Axis hordes.
I'm not overly familiar with the Russian production leves for weapons this small, but I do know that Stalin was an aggressive bastard and was out for a land grab of his own; even with pre-war industry, they must have had >some< production.

It doesn't have to be anything compared to the 700/turn they get later, but some smaller amount sounds almost certainly a fact. It wouldn't have to be their standard production, but could be added in with an event when they opt for total war with the Finns. Alot of you guys have gone after Finland, and everyone knows that if you're going to go for it, you use pretty much the entire damned Russian army. An operation of that size would surely have some supply in mind. If it was required, an event linked with the fall of the Finns could remove this production.

I'm not saying tanks or anything, but guns for pete's sake. Can you modify equipment levels with events?



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only on a global level, you can increase/decrease the repalcement rates of everything for a side, but not AFAIK of individual unit types.



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* What event potentially activates the Japanese? Couldn't locate this in the new briefing, and I've fogotten. Was it the Suez?

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50% on US entry



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* What is the exact nature of the effective supply capability? I know you can cripple the Allies by reducing them so low that their units all stay beat down, but is this reflected in the production level (ie: 700/turn), the amount of those 700 that can be distributed, the efficiency of the distribution (are some rifle 'lost'?) or what? If it's the amount that you can distribute, then the amount of rifles that any given corp will receive will be a % of a %? (40 effective supply {whatever that percentage would be... 40%?} times supply levels in a given hex? {Perhaps also divided by the units in a given hex?}

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no, it's the base supply value used to calculate how fast a unit regains supplies.



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Are their 'size' considerations? A corp with space for 900 in the same hex as a brigade with space for a handful would get proportionatley more rifle squads, or the same amount? Are there distance considerations from a supply source hex aside from those laid out on the map for you when you toggle on the hex supply value?

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I think it's only supplied/not (unsupplied doesn't get anything) and the replacement priority (set in the editor)


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Raver

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Hey Mantis, I see you're using me as an example of how you're still able to bounce turns with your email account, but I havent seen one from you for a few days? :confused:

Maybe you do have a problem with your email?
 

Mantis

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Ya, it's been a couple of days. I have friends here from all over Canada at the moment, and with 3 kids, the wife, and a house full of compnay coming daily to visit the out-of-towners, I've had a hard time getting more than a few minutes at a time in the 'drivers seat' as it were.

Apologies for the delays, I'll get back on it as soon as I can!
 

SkyVon

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Originally posted by Chuck
You can also dump extra supplies in the replacement pool by disbanding units.
The house rules state that "no units may be disbanded. except those land units forced onto Sea Supply Roads."

Otherwise, I'd be soon disbanding like crazy those French units in our game ;)
 

Chuck?

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Originally posted by SkyVon


The house rules state that "no units may be disbanded. except those land units forced onto Sea Supply Roads."

Otherwise, I'd be soon disbanding like crazy those French units in our game ;)
I was referring to a design question. TOAW doesn't let you increase or decrease replacements for individual units. It only allows replacements to be increased or decreased globally.

To add extra weapons in a few catogories an event must be used. For example, if the designer of Europe Aflame wants to add extra heavy rifle squads to the replacement pool they could use a event to disband a unit that has say 5,000 heavy rifle squads. Then these squads would be available for use to the sides units.
 

Mantis

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The idea about increasing LRSs was meant to be taken as globally. The entire Allied side, not any individual units. An event could be used to increase the LRS production up to 300 (or whatever) when the Reds go to war, and drop it back down to zero when the war ends.

But as I'm unfamiliar with the editor, I was asking the question to be sure that it could be accomplished in that manner.

Thanx to everyone for their replies, I appreciate the information!
 

Panzerpelle

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Originally posted by Chuck


I was referring to a design question. TOAW doesn't let you increase or decrease replacements for individual units. It only allows replacements to be increased or decreased globally.

To add extra weapons in a few catogories an event must be used. For example, if the designer of Europe Aflame wants to add extra heavy rifle squads to the replacement pool they could use a event to disband a unit that has say 5,000 heavy rifle squads. Then these squads would be available for use to the sides units.
You can infact change the replacement priority in the editor. That affects the amount of equipment a units get s during a scenario...
 

Chuck?

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Originally posted by panzerpelle


You can infact change the replacement priority in the editor. That affects the amount of equipment a units get s during a scenario...
Yes I know. The original question my Mantis was how could the Soviets get extra light rifle squads after starting the winter war against Finland. As far as I know there is no way to increase the production of individual weapons. A work around for this problem is to disband units that have a lot of weapons in it. Then the weapons go into the replacement pool and you have a artificial 'increase' in production.
 
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