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A question for all you experienced GATKkers out there. Last turn I launched a GATK on a dropped HW position. I dropped about 206 mixed divisions (no fortress divisions) and he fielded about 83 divisions (3 were fortresses). The GATK started but did not run to completion. I had odds shifts in my favor of about 12 and overall odds of about 10. Since I am a 'standard' human, my 'units for purposes of casualties' value is 1. The opponent has a rating of 3.5 so he's a tough guy.

 

The conclusion showed that I destroyed his 3 fortresses and he destroyed about 30 of my divisions. Why didn't the GATK run to conclusion? Is this Pete's way of saying that I would have gotten my butt wiped if he allowed it to run to the end? Or is there a glitch in the program that stopped processing?

 

At this point I have 176 divisions and he has 80 all non-fortress types. Because I finished researching some groundtech last turn, I expect that my odds shift will increase slightly.

 

Do I need to issue multiple GATK's in order for a conclusion to be reached?

Was I on the road to getting wiped out?

Should I issue a GATK with the forces I have or should I bring more?

Will the dropped position build more forces this turn and increase his tech possibly?

What gives?

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If we assume it wasn't a program glitch, your side probably "broke" and withdrew from the field of battle. To quote from the SN Orders Supplement: "Large enemy forces can be difficult to dislodge from their positions, and several turns may be required to capture a heavily defended planet. Divisions are flagged upon issuing this order and cannot be embarked using the EAF order or take part in another Ground Attack using this order for the duration of the turn." :cheers:

 

On the positive side of things, since this is a dropped position, you don't have to worry about a counter attack and can keep issuing GATK Orders until you are victorius. :cheers:

 

However, with an odds shift of 10:1, you probably should have won in a single GATK. :joker:

 

FWIW,

-SK :cheers:

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A question for all you experienced GATKkers out there. Last turn I launched a GATK on a dropped HW position. I dropped about 206 mixed divisions (no fortress divisions) and he fielded about 83 divisions (3 were fortresses). The GATK started but did not run to completion. I had odds shifts in my favor of about 12 and overall odds of about 10. Since I am a 'standard' human, my 'units for purposes of casualties' value is 1. The opponent has a rating of 3.5 so he's a tough guy.

 

The conclusion showed that I destroyed his 3 fortresses and he destroyed about 30 of my divisions. Why didn't the GATK run to conclusion? Is this Pete's way of saying that I would have gotten my butt wiped if he allowed it to run to the end? Or is there a glitch in the program that stopped processing?

 

At this point I have 176 divisions and he has 80 all non-fortress types. Because I finished researching some groundtech last turn, I expect that my odds shift will increase slightly.

 

Do I need to issue multiple GATK's in order for a conclusion to be reached?

Was I on the road to getting wiped out?

Should I issue a GATK with the forces I have or should I bring more?

Will the dropped position build more forces this turn and increase his tech possibly?

What gives?

 

Glory be! You have brought us a wonderous gift, indeed! SOMETHING NEW!!! :cheers:

 

I have never before seen a ground combat that did not either abort outright, or proceed until one or the other was completely eliminated. I think I have heard about an example or two, but they do seem to be rare.

 

Multiple GATKs in a single turn probably will do you no good. I think each army formation is only permitted one GATK per turn.

 

You may be on the road to catastrophy, unless something changes. By my understanding, while fortresses are hard to build, they die just as easily as any other division. And a casualty ratio of 10 to 1 is not pretty.

 

I would bring in more divisions, add more leaders, build some ground support installations, and gain new ground techs (especially those related to Close Combat) before attacking again. A Species Engingeering breakthrough to grow a thicker hide or something would probably be a good idea too.

 

Yes, as best as we can tell, dropped positions can build new divisions, although that seems fairly rare. I am fairly certain that they will keep developing random tech breakthroughs, though... including ground techs.

 

"What gives?" I do not know for sure, but I have a theory. One aspect of the ground system that is frequently ignored by players is the set of offensive and defensive orders given to the armys. Frankly, little is known about how these can impact a given battle. It could be the defender chose a defensive strategy that tries to avoid conclusive battles, and has a side effect of cutting of combat after a set number of rounds. Further, he could have chosen a defensive strategy that just happens to get big benefits when defending against your particular offensive strategy. Curious that only his fortresses died. Maybe he tried something like a "Withdrawl" tactic, and those were the units least able to take advantage of it.

 

All just speculation, really. But you might consider changing your standing offensive order to something different before attacking again.

 

Another thought is that the enemy may have a very large number of ground support installations. I understand that Field Fortifications, for instance, can improve one's casualty rate, effectively making one's divisions tougher to kill.

 

 

TErnest

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I concur with TErnest's opinion. The only time I have seen a GATK not go to completion is when I've set my Army Battle Plan (ABP) to OFFENSE "Reconnaissance In Force" and DEFENSE "Withdraw". Additionally, from what I've seen on dropped HW's is that as items in the research queue complete, all the centers migrate to Ground Tech - so you can expect his tech to advance. Not sure on the building of troops, it probably depends a lot on if the HW has most of its production tooled or not.

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I have had several battles of the type described. It only happens when the odds are pretty even and the sides just decide to call it a day.

 

With a life form rating of 1 against a 3.5, odds of 10:1 mean you are just a bit better than even, depending on TAC ratings.

 

The biggest benefit from the enemy losing all 3 Fortresses is that he also probably lost some significant TAC shifts.

 

I would suggest trying again. You can always build more troops, but you might get lucky.

 

My own battles were at a time when I could make some lifeform changes to shift the odds and that did the trick.

 

:D:cheers::beer:

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A question for all you experienced GATKkers out there. Last turn I launched a GATK on a dropped HW position. I dropped about 206 mixed divisions (no fortress divisions) and he fielded about 83 divisions (3 were fortresses). The GATK started but did not run to completion. I had odds shifts in my favor of about 12 and overall odds of about 10. Since I am a 'standard' human, my 'units for purposes of casualties' value is 1. The opponent has a rating of 3.5 so he's a tough guy.

 

The conclusion showed that I destroyed his 3 fortresses and he destroyed about 30 of my divisions. Why didn't the GATK run to conclusion? Is this Pete's way of saying that I would have gotten my butt wiped if he allowed it to run to the end? Or is there a glitch in the program that stopped processing?

 

At this point I have 176 divisions and he has 80 all non-fortress types. Because I finished researching some groundtech last turn, I expect that my odds shift will increase slightly.

 

Do I need to issue multiple GATK's in order for a conclusion to be reached?

Was I on the road to getting wiped out?

Should I issue a GATK with the forces I have or should I bring more?

Will the dropped position build more forces this turn and increase his tech possibly?

What gives?

 

(1) Your troops can engage in multiple GATK orders, only until that have an actual battle. After that you can consider them exhausted and unable to battle again til next turn. What this means is in a HW attack, you get one GATK per turn, then they need to rest. Issuing additional GATK orders would get no results (and some silly message from the game about you can't do that).

 

(2) Unlike space battles, ground battles are not "to the death". The attacking force in a GATK order may withdraw from the attack if things are not going well, and even avoid attacking all together if they think your crazy (like ordering one division to attack eighty others).

 

(3) Fortresses are tough. Consider how they use 2,000,000 material units (Steel, CM, Heavy Machinery, Weapons) to build. Each fort is more like 8 or 9 other units. And they are multi-purpose adding tac skills in multiple areas like Close Combat, anti-tank, etcetera... So your 30 unit to 3 is more like 30 units to 24 equivilant combat units. Not to bad, considering you have to do 3.5 times as much damage to the enemy to destroy each unit compared to your own.

 

(4) The position as dropped is doing random research and may be looking into ground techs, or may not. It also may build more ground units. But of course those units will not be completed till the end of next turn. Only if there happened to be more units already completed but not assigned to the army could you see an increase in the enemy army size. So overall, you probably know exactly what your facing next turn. If you wait, it starts getting more hazy. I would suggest you attack again.

 

(5) Note that the HW could GATK you! I'm not certain if a dropped position would do this. But the armies can fight only once per turn. And if they attacked, even with the odds against you, they might lose but would not be wiped out, all the while freezing your troops from attacking again (since they were involved in a battle). And the negative tac shifts when attacking with poor odds don't seem as bad as allowing yourself to be attacked by someone with large tac shifts. Since they are so tough compared to you, a GATK from the HW might cause more damage to you than to them. So the sooner you attack, the more control you have over the results.

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Out of 11 GATKs issued, I have only gotten, either 1. You won, huzzah! or 2. You are insane, come back with more troops. (paraphrasing of course) and everytime I had #2, I analyzed the results and came back with more troops and a greater variety of troops, analyzing where I could gain tac shifts, and always got a #1 after that.

I guess I have never had an 'even' battle. I would agree with Hobknob though, with the results you describe and his loss of his fortress divisions, I would GATK with my first order next turn.

'into the breach once more....' :beer:

 

oh, and since your troops are probably thirsty..... :D:cheers:

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When I posted earlier I didn't have access to my turns... here's the battle:

 

 

** Table of Organization & Equipment: Krushers # 20 **

ME

-------------------------------------------------------------------------------------------------------------------------

3 Colonial Settler

4 Combat Engineer

1 EW

3 Guerrilla

4 Imperial Army Air Force

2 Imperial Army Armor

4 Imperial Army Artillery

4 Imperial Army Heavy Air Defense

4 Imperial Army Heavy Armor

2 Imperial Army Heavy Artillery

3 Imperial Army Heavy Infantry

3 Imperial Army Infantry

3 Imperial Army Mechanized Infantry

3 Imperial Army Special Forces

4 Imperial Army Strategic Bomber

4 Imperial Guards Air Force

3 Imperial Guards Armor

3 Imperial Guards Artillery

4 Imperial Guards Heavy Air Defense

4 Imperial Guards Heavy Armor

6 Imperial Guards Heavy Artillery

3 Imperial Guards Heavy Infantry

4 Imperial Guards Infantry

3 Imperial Guards Security

4 Imperial Guards Special Forces

4 Imperial Guards Strategic Bomber

3 Imperial Marines Air Force

4 Imperial Marines Armor

5 Imperial Marines Heavy Infantry

2 Imperial Marines Infantry

4 Imperial Marines Raiders

4 Imperial Marines Special Forces

4 Intelligence

3 Medical

1 Militia

3 Naval

4 NBC

3 Security

3 Space Defense

71 Transport

-------------------------------------------------------------------------------------------------------------------------

Air Defense [8800] Anti-Aircraft Artillery

Air Support [43200] Attack Helicopter, Helicopter, Jet Fighter-Bomber

Air To Air [51200] Jet Fighter, Jet Fighter-Bomber

Ammunition [11519750] Armored Personnel Carrier, :beer: Halftrack, Heavy Halftrack, Heavy Truck, Truck

Amphibious [577500] :D

Antitank [12000] Viper Anti-Tank Guided Missile

Aquatic [1350000] :cheers:

Armor [544500] Armored Car, Armored Personnel Carrier, Ferret Excavator Tank

Heavy Tank, Light Tank, Scout Tank

Artillery [16600] Longbow, M82 Mortar

Biological Defense [1800] Mk I Biological Weapons Defenses

Biological Weapons [72800] Dangerous Biological Munitions, Harmful Biological Munitions

Broken Terrain [110700] Ferret Excavator Tank, Halftrack, Heavy Halftrack

Camouflage [10400] Chameleon Cloak, Sneak Suit

Chemical Defense [1800] Mk I Chemical Weapons Defenses

Chemical Weapons [16800] Irritant Agents Chemical Munitions

Close Combat [156800] Ablative Armor, Battleaxe, Chainsaw, Club, Combat Environment Suit

Dagger, Flak Jacket, M75 High Explosive Grenade, Spear, Sword

Thermic Lance :D

Electronics Warfare [1400] J2 Phantom Jammer

Engineering [112000] Barbed Wire, Electric Fence, High Explosive Demolition Charge

Minesweeper Tank, Razor Wire

Environmental [600] ECK

Heavy Weapons [8300] Recoilless Rifle

Intelligence [18000] Scout Tank, Smoke Projector, Triton Short Range Sonar

Medical [1800] Mk I Field Hospital

Nuclear Weapons [364000] Cobalt Fusion Bomb, Fusion Bomb, Hydrogen Bomb, Neutron Bomb

Nuclear Bomb, Thermo-Atomic Bomb

Open Terrain [284350] Armored Car, Armored Personnel Carrier, Heavy Halftrack, Heavy Tank

Heavy Truck, Light Tank, Scout Tank, Truck

Security [24600] Dartgun, Electric Fence

Small Arms [95700] Carbine, Harpoon Gun, Heavy Carbine, Laser Rifle, Needler, Semiautomatic Pistol

Shotgun

Space Defense [7200] Perimeter Shield, Refuge Shield

Special Weapons [6000] ICE-1, ICE-2

Subterranean [24000] Ferret Excavator Tank

Transport [23039500] Armored Personnel Carrier, Halftrack, Heavy Halftrack Heavy Truck, Truck

 

 

** Table of Organization & Equipment: Home Guard # 1 **

THEM

-------------------------------------------------------------------------------------------------------------------------

2 Combat Engineer

1 EW

3 Fortress

1 Imperial Guards Air Force

10 Imperial Guards Armor

4 Imperial Guards Artillery

11 Imperial Guards Heavy Air Defense

3 Imperial Guards Heavy Armor

2 Imperial Guards Heavy Artillery

11 Imperial Guards Heavy Infantry

13 Imperial Guards Infantry

4 Imperial Guards Security

2 Imperial Guards Special Forces

2 Imperial Guards Strategic Bomber

4 Imperial Marines Raiders

2 Intelligence

3 Medical

6 NBC

4 Space Defense

3 Transport

-------------------------------------------------------------------------------------------------------------------------

Air Defense [50800] Anti-Aircraft Artillery, Blowpipe Surface-to-Air Missile

Air Support [300] Helicopter

Air To Air [1800] Jet Fighter

Ammunition [3000] Heavy Truck, Truck

Armor [8400] Armored Car

Artillery [11600] Longbow, M82 Mortar

Biological Defense [4800] Cellular Enhancement Drug, Mk I Biological Weapons Defenses

Biological Weapons [46800] Dangerous Biological Munitions, Harmful Biological Munitions

Camouflage [3200] Chameleon Cloak, Sneak Suit

Chemical Defense [7500] Cellular Enhancement Drug, Mk II Chemical Weapons Defenses

Chemical Weapons [46800] Blister Agents Chemical Munitions, Irritant Agents Chemical Munitions

Close Combat [374400] Ablative Armor, Battleaxe, Chainsaw, Club, Combat Environment Suit

Dagger, Flak Jacket, Heavy Thermic Lance, M75 High Explosive Grenade

Morale Combat Drug, Nuclear Buzzsaw, Performance Combat Drug

Spear, Sword, Thermic Lance, Vibrosaw

Electronics Warfare [1200] J2 Phantom Jammer

Engineering [59200] Barbed Wire, HE Mine, High Explosive Demolition Charge, Razor Wire

Heavy Weapons [247800] Brumbar Infantry Support Gun, Hamburg Infantry Support Gun, Recoilless Rifle

Intelligence [22000] Laser Communications Gear, Smoke Projector

Medical [74400] Cellular Enhancement Drug, Mk II Field Hospital, Morale Combat Drug

Performance Combat Drug

Nuclear Weapons [86400] Fusion Bomb, Lightning Storm Generator, Nuclear Bomb, Thermo-Atomic Bomb

Open Terrain [16500] Armored Car, Heavy Truck, Truck

Security [20800] Dartgun, Tazer

Small Arms [1247400] Battle Maser, Blaster Pistol, Carbine, Gauss Rifle, Harpoon Gun

Harpoon Pistol, Heavy Carbine, Heavy Flamethrower, Heavy Laser Rifle

Heavy Machinegun, Heavy Maser Rifle, Heavy Needler, Laser Pistol

Laser Rifle, Maser Rifle, Needler, Semiautomatic Pistol, Shotgun

Transport [6000] Heavy Truck, Truck

 

** Tactical Rating Modifiers **

Air Defense Air Support Air to Air Ammunition Amphibious Antitank Aquatic

-6 +10 +10 +10 +10 +10 +10

Armor Artillery Biodefense Bioweapons Broken Terrain Camouflage Chemdefense

+10 +1 -3 +1 +10 +3 -5

Chemweapons Close Combat EW Engineering Environmental ESP Heavy Weapons

-3 -3 +1 +1 +10 +0 -8

Intel Medical Nuc Defense Nuc Weapons Open Terrain Orbital Bmb Security

-2 -10 +0 +4 +10 +0 +1

Small Arms Space Defense Special Wpns Subterranean Telekinesis Telepathics Transport

-10 +10 +10 +10 +0 +0 +10

 

 

Odds: 12.15192 Total tactical combat odds shifts: 10.2

 

Attacking divisions counted as if they were 1 divisions each for casualty purposes

Defending divisions counted as if they were 3.5 divisions each for casualty purposes

 

Ground combat results

Attacker losses: 3 Combat Engineer, 2 Imperial Army Air Force, 1 Imperial Army Special Forces, 2 Imperial Army Strategic Bomber, 2 Imperial Marines Air Force, 2 Imperial Marines Special Forces, 2 Naval, 2 NBC, 11 Transport

Defender losses: 3 Fortress

 

The following equipment, obtained during the battle, may be ANZ'd by your military specialists at their leisure:

... Battle Maser ... Blaster Pistol ... Blister Agents Chemical Munitions ... Blowpipe Surface-to-Air Missile ... Brumbar Infantry Support Gun ... Cellular Enhancement Drug ... Gauss Rifle ... Hamburg Infantry Support Gun ... Harpoon Pistol ...HE Mine ... Heavy Flamethrower ... Heavy Laser Rifle ... Heavy Machinegun ... Heavy Maser Rifle ... Heavy Needler ... Heavy Thermic Lance ... Laser Communications Gear ... Laser Pistol ... Lightning Storm Generator ... Maser Rifle ... Mk II Chemical Weapons Defenses ... Mk II Field Hospital ... Morale Combat Drug ... Nuclear Buzzsaw ... Performance Combat Drug... Tazer ... Vibrosaw ...

 

A brutal assault on several heavily fortified <xxx> strong points results in the destruction of three <xxx> Fortresses, but the assault force, battered and weary after repeated battles, is forced to withdraw. The enemy is weakened but retains control of their world.

 

No enemy resistance is encountered by your ground forces!

 

 

 

So, my odds were actually 12.15 and shifts were 10.2. I lost 27 units he lost 3 fortresses. According to the text I was forced to withdraw. But should I reinforce before the next battle? Or should I take a shot and see what the results are now?

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Whether you reinforce depends on how long it will take you to do so.

 

If you can afford the time, I would replace losses except for Transport units. You have plenty of those and adding more won't increase your odds.

 

I would definitely replace Combat Engineer and NBC. Those are the units where you took the biggest losses and where you can make the biggest impact in your odds. Adding more NBC will also help improve your odds.

 

I would also add some Artillery and Heavy Infantry if you can. They can help close the gap in several of teh areas you have weaknesses. Intel, Security and Special Forces can also help on the odds.

 

If you have any allies, especially those with Mental Powers, a few units from them could make a big difference as the defender does not have any of those capabilities so you can get a big shift there.

 

In my experience, I have not found dropped positions to do ground attacks at random. I have also not found them to add units to the OB either. It could happen but I have not seen it so I think you should have time.

 

Hope this helps.

 

:beer:

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Defending does not use up your armies ability to attack. So if you are attacked you can still initiate an attack in the same turn.

 

:beer::cheers:

 

And fortresses cost 10 times as much as a single unit, take up 10 spaces to transport and account for 10 looses for the most part.

 

I would think that the loss of all the fortresses indicates a particular defensive strategy option that left them the only ones to be targeted. Or something along those lines. I have rarely seen losses to only a single type when there were many to choose from.

 

:D

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Defending does not use up your armies ability to attack. So if you are attacked you can still initiate an attack in the same turn.

 

:beer::cheers:

 

And fortresses cost 10 times as much as a single unit, take up 10 spaces to transport and account for 10 looses for the most part.

 

I would think that the loss of all the fortresses indicates a particular defensive strategy option that left them the only ones to be targeted. Or something along those lines. I have rarely seen losses to only a single type when there were many to choose from.

 

:D

 

 

I had heard the same Hobknob, that fortresses cost 10x as a standard unit, took up 10 spaces in a transport and had 10x the ratings of a standard unit. Based off that, I did not see any particular advantage to creating fortresses over any other unit.

 

So, you are saying that the defender choose some option that only allowed me to target Fortresses? I would think that in a drop, only standard type tactics would be employed... or has the AI gone sentient?

 

I know I did not make any choices or change any defaults when launching this GATK. I did an OC from my transport fleet to the popgroup, issued a NEWA command (army group 20), then a DIV command (specified all units), and finally a GATK with that army group (20). Any offense or defense selections would be whatever the standard default options are set to. I did not want to tinker with them as I wasn't sure of any ramifications involved. And I figgured that I had enough units to take down the defender.

 

Is it possible that perhaps something went wrong in the processing of this GATK?? I know Pete was under pressure to get turns out fast and perhaps there is some manual intervention involved in GATK's? It's funny cause if you look at my 'battle post', you will see the last line indicated that no resistance was encountered... why would that show up if there were still defenders in place?

 

My whole point is that I want to have a decisive battle. If I have enough units, I want them to finsh the defender off. If I don't have enough units, then finish me off and I'll have to trundle off and bring more units the next time.

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Well currently you are quite evenly matched. I think you would win, but it looks like it would be quite pyrrhic :beer: .

 

Bring some more troops or update the ground tech fields for even more odds.

 

Build some installations (e.g. Field Fortifications).

 

Make your race tougher ...

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Defending does not use up your armies ability to attack. So if you are attacked you can still initiate an attack in the same turn.

 

:python::D

 

And fortresses cost 10 times as much as a single unit, take up 10 spaces to transport and account for 10 looses for the most part.

 

I would think that the loss of all the fortresses indicates a particular defensive strategy option that left them the only ones to be targeted. Or something along those lines. I have rarely seen losses to only a single type when there were many to choose from.

 

:nuke:

 

 

I had heard the same Hobknob, that fortresses cost 10x as a standard unit, took up 10 spaces in a transport and had 10x the ratings of a standard unit. Based off that, I did not see any particular advantage to creating fortresses over any other unit.

 

So, you are saying that the defender choose some option that only allowed me to target Fortresses? I would think that in a drop, only standard type tactics would be employed... or has the AI gone sentient?

 

I know I did not make any choices or change any defaults when launching this GATK. I did an OC from my transport fleet to the popgroup, issued a NEWA command (army group 20), then a DIV command (specified all units), and finally a GATK with that army group (20). Any offense or defense selections would be whatever the standard default options are set to. I did not want to tinker with them as I wasn't sure of any ramifications involved. And I figgured that I had enough units to take down the defender.

 

Is it possible that perhaps something went wrong in the processing of this GATK?? I know Pete was under pressure to get turns out fast and perhaps there is some manual intervention involved in GATK's? It's funny cause if you look at my 'battle post', you will see the last line indicated that no resistance was encountered... why would that show up if there were still defenders in place?

 

My whole point is that I want to have a decisive battle. If I have enough units, I want them to finsh the defender off. If I don't have enough units, then finish me off and I'll have to trundle off and bring more units the next time.

 

 

A fortress has benefits since it has a particular mix of TAC areas that are covered. In fact they have quite few areas covered as compared to some other unit types.

 

Each empire can set up standing defensive and offensive tactics. Those don't change just because the position has been dropped. There is also the chance that Pete has got some sort of AI routines that can make drops a bit more surprising.

 

I wouldn't think that there was a problem with the battle based on what you have posted. There may have been an irregularity with the report of the battle though.

 

I really like the idea that I can wear an enemy down over several battles before finally securing a planet. I am also somewhat comforted that in my defensive posturing I am more less likely to be knocked off with a single GATK. Overwhelming odds will always get you the decisive results that you are looking for, however.

 

One other thing to consider is lifeform choices. This is an area that is very murky at best. Just what sort of disadvantage does max agility give you or flying or any of the other mods you can purchase? I have seen descriptions of limbs reattaching themselves due to high levels of Regen, but the rest are still a mystery.

 

As such, the more GATK's that end as yours has, the more information that is then available to shed light on the system.

 

Good luck on your next round. I would attack straight away and see what happens. You can always bring more troops in if you fail.

 

:thumbsup:

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There is only one question that I am curious about and that involves the "usage" flag for the units.

 

Let's say that you have some troops stationed on the ground in an Army and some troops in a nearby friendly Pop Center. You form a second army with the troops in the Pop Group. Can you attack with the first army then transfer the remnants into the second army and attack again? Or will the remnants come with their "attack" flag already set, and thereby invalidate the second attack?

 

One would think that the flag gets set on a per unit basis, thus preventing such manueverings, but it may be associated with the particular Army ID instead, which would allow for the infinite recycling of troops from Army Group to Army Group. :D

 

Anyone know the answer to my question based on personal knowledge? Or Pete, should you care to wiegh in on the discussion. :python:

 

M2CW,

-SK :nuke:

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