LCU Reserve mode

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Gunner98
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LCU Reserve mode

Post by Gunner98 »

Quote from manual pg 185:

"Reserve – Units in Reserve mode on the offensive are available to exploit a
possible breach in the enemy line. On the defensive with a proper leadership
check, the commanding officer may release his reserves to plug a potential
gap in his lines and thus alter the outcome of a battle by changing the final
odds. Reserve units are withheld from battle unless a commander passes
a Land leadership check to commit his reserves. The reserve unit will not
suffer casualties unless committed to the battle. In addition only units in
Reserve will be allowed to Pursue in combat. A unit may only be placed
into Reserve if other friendly units are in the hex."

If I understand correctly in the defensive, there is a leadership check to commit the reserve. Is that also the case in the offensive - is there a leadership check before pursuing units are released? Hope so, but not clear. WW2 is full of "missed opportunities" where a commander was too cautious to release the reserve at the right time to turn a battle into a decisive win.

B
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NormS3
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RE: LCU Reserve mode

Post by NormS3 »

Leadership of unit or of the nearest HQ?
Dili
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RE: LCU Reserve mode

Post by Dili »

I would like also if the unit was motorised the odds of that occuring will increase.
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RE: LCU Reserve mode

Post by Yamato hugger »

Its been my experience that units in reserve in the offensive will always pursue if so ordered. Doesnt really seem to be a check for it (I could of course be wrong).
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RE: LCU Reserve mode

Post by Andy Mac »

I am pretty sure there is a leadership/exp test in there
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Gunner98
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RE: LCU Reserve mode

Post by Gunner98 »

Thanks Andy,

Would that be based on the units experience and/or commanders leadership rating (the reserve unit) or the leadership rating of the commander in the nearest HQ? Does the type of unit (armour/cav vs infantry) make a difference?

B
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wdolson
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RE: LCU Reserve mode

Post by wdolson »

There is a check for pursuit, but I don't recall what's involved right now.

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RE: LCU Reserve mode

Post by treespider »

ORIGINAL: Gunner98

Thanks Andy,

Would that be based on the units experience and/or commanders leadership rating (the reserve unit) or the leadership rating of the commander in the nearest HQ? Does the type of unit (armour/cav vs infantry) make a difference?

B


Just curious but why should the type of unit make a difference? Infantry can pursue just like armor ...just that the infantry won't be nearly as fast.
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RE: LCU Reserve mode

Post by BigJ62 »

There are no leadership checks for offensive reserve units that are set to pursue. Armor follows retreated units into retreat hex and infantry is given a random miles marched distance. This behavior is unchanged from stock witp.
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RE: LCU Reserve mode

Post by Andy Mac »

Thanks James always a bad idea to rely on my memory
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RE: LCU Reserve mode

Post by Yamato hugger »

Memory is the 2nd thing to go... [:D]
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RE: LCU Reserve mode

Post by Don Bowen »

ORIGINAL: Yamato hugger

Memory is the 2nd thing to go... [:D]


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Gunner98
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RE: LCU Reserve mode

Post by Gunner98 »

It seems to me that if there is a leadership check required in the defence - which allows the reserve to be committed to fill the gap; it would follow that the opposite should be true if an attacker wishes to pursue. The check should probably include issues like supply, fatigue, preparation points, command, leadership and experience. If each side has to make a check, the player who plans better should (in most cases) win the draw if both the defender and the attacker have to make a check at the same critical point in the battle. Otherwise, the attacker has an unfair advantage - the defender does a check but the attacker always launches the reserve (without a check).

The question of an armoured or an infantry reserve being better could be debated. To me, its terrain dependant, an armoured reserve is better in clear, open or lightly urbanized, infantry better in jungle, mountainous or heavily urbanized. In general however, armoured or to a large extent mechanized reserves are more able to react quickly - and thus are more responsive to a command decision to pursue than a pure infantry formation normaly would be, and could move faster to seize tactical advantage.

I know that this is way too late for initial release but it may be worthy of further consideration for a later patch. I think that both sides should have to go through a check routine, and that routine should benefit the side with forces better supplied, trained, rested, prepared, commanded and led. When all the variables are compared it should make for some very interesting (and probably more historical) results. It may allow a skilful defender to 'break clean' from an attacking force in order to re-establish the defence, or if the defender's check failed and the attacker's succeeded the defence could be unhinged. Perhaps if they both succeed, either a stalemate or a secondary meeting engagement ensue. Not sure of the mechanics, but in a game where we watch individual fighters launch to join CAP defence, the launching of a Brigade or Divisional size reserve element should have a bit more consideration.

Have seen some concern in other threads over the need to slow down the tempo of the game. Checks such as this may do that for land combat.

Just my $0.02 worth. Looking forward to the game - the work you guys have done is impressive.

Can't remember which went first...[&:][:D]

B

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