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Weylen

Redeployment and Auto Surrender

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Is it just me or does all this redeployment at a whim as well as auto surrendering towns seem a little silly? Not so realistic?

I'm not surrendering a town just because it's out of supply. Let the enemy at least make the effort to change the flag? :)

Also, ever thought about AI resupply convoys? Wouldn't this negate the need for continuous brigade redeployment as well as add another strategic concern for both sides? This would add the need for good intelligence and perhaps special forces to work behind enemy lines to disrupt the flow of supplies? Of course resupply would not be on a set schedule.

Just thinking out loud here....

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Auto Redeployment only happens when the AB is capped and the supply is "bounced" out of town

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If you're referring to the 2 brigades in Virton that were bounced to training, it was because those brigades became routable.

You can test if a brigade is routable by typing .ne while in that brigade, or by adding any unit shortcode to the command (for example, .ne 27idkg1); this will show you where the brigade will literally fall back to in the event the army bases in a town are captured by the opposing side. If the brigade lacks a fallback it will say "None" instead, signifying that the brigade is routable.

There are some rules for determining when a brigade is routable. One of the rules states that if a brigade is more than 2 links (towns) away from another brigade in the same division (aka a sister brigade), that brigade will not be able to process a fallback move even if there is a path for retreat and thus becomes routable.

Although there were two brigades in Virton, both brigades were routable because each brigade was from a different division and more than 2 links away from a sister brigade.

Whatever the cause, when a brigade is routable that brigade will always redeploy to training when the army bases in the town are captured by the opposing side.

Edited by capco

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Thanks for the reply's gentleman. Does the wiki give that kind of game information or is it available somewhere else? I've been to the wiki a few times but don't recall that kind of detail? Also, thanks for not shoving the end of your rifle up my $$$ for the dumb question... :D I played this game many many years ago and it has come such a long way.. great job Rats...

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Lets see...

Movement Timers

Backline to Backline is 30 minutes to be able move to another town.

Frontline to Backline is an hour to be able move to another town.

Frontline to Frontline is an hour to be able move to another town.

Backline to Frontline is an hour to be able move to another town.

All movement timers within a pocket are doubled.

Movement Rules

A KG can only move if it is currently within 1 link of a sister brigade (so 1st Panzer 1st Kampfgruppe can move from say Wellin to Bouillon as long as theres another sister brigade (within 1st Panzer) in Wellin, but it couldn't move to Sedan unless there was a sister brigade within 1 link of Sedan). Mind you, brigades can be left 2 links out (So, a brigade could be in Sedan while the rest of the division is in Wellin) but it would be stranded and incapable of moving.
HQ's on the Map

HQ's essentially exist as extra supply pools and can be used for overstocking.
Fallbacks

Flags fallback to the most recent town they were in, as long as that town links to a sister brigade. If it doesn't, the brigade falls in the direction to fulfill that condition, generally towards the HQ as first priority.
Air and Navy

Navy and Air flags operate entirely independently. Navy flags can go wherever there is a port. Air flags can go to any airfield as long as its not on the frontline. These flags fall back to the last town they were in, even if it's halfway across the map.
Routs and Training

Flags that are routed to training can only return to where their HQ is on the line. If the HQ is in training, the flags cannot return until the HQ is capable of moving (So if half a division routs, then 4 hours later the other half with the HQ routs, the first half cannot return until the HQ is able to return). HQ's returning have to be placed backline.

If 3 flags of a division are routed off the map, its 4th flag has freedom to move on its own/fallback on its own.

Think that's it.

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I'm not surrendering a town just because it's out of supply. Let the enemy at least make the effort to change the flag? :)

it used to be like that and it was poor game play.

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