warspite1ORIGINAL: Extraneous
land units that start out of supply that are not disorganized can move when starting in a ZoC but must stop when entering the nest ZoC.
How does that differ from a unit in supply?
Moderator: Shannon V. OKeets
warspite1ORIGINAL: Extraneous
land units that start out of supply that are not disorganized can move when starting in a ZoC but must stop when entering the nest ZoC.
ORIGINAL: Larry Smith
They would be a threat if the German force bypassed them and continued on, and failed to leave sufficient forces behind to contain them. That would allow those Russians to move across the supply paths of the German units that had moved deeper into Russia. Now, those particular Russian would most likely die, as they began their move out of supply, and so would end it disorganized and out of supply, unless they managed to get within range of a still viable Russian supply source. If such a move were to be coordinated with ground strikes and other attacks by Russian forces facing those Germans that went deep, it might be disastrous for those Germans, if the strikes were to leave them disrupted.
However, if one goes by the example you have posted above, assuming that was the last move of the turn for all players, and thus those disorganized Russians are still facing the main German force, then at best, those Russians would simply delay the main force.
I recall one of the tips from my 5th edition rules - they recommended the Soviet player try to get units that survived the initial strikes and attacks to move into the Pripet Marshes, then leave them there to hang as a threat over the Germans, since just by moving two strategically placed Cav units out of the marshes had the potential to make a real mess of the German supply situation. Historically, a lot of Russians did get shouldered aside into the marshes, and for much of the rest of 1941, German commanders [mostly in the Ukraine] were very much aware of the threat that hung over them from that area. And that was before they started printing the rail lines on the map! Back then, we could pretend every hex had rail capacity! I remember, after my introduction to Europa and Fire in the East, I decided that WiF needed to consider the issue of regauging the Soviet rail network to extend their supply lines, so I made rail-head counters, and moved them one or two hexes a turn, depending on the weather, and my HQ's in Russia drew supply from them. THAT slowed things down, but not as much as I was expecting.
The point is that with the original rules, forces that get bypassed could be moved into positions where they were less likely to be fussed with - favorable terrain - but could still have the potential to cause trouble. Option 47 was a good idea, but its always been incomplete, and as someone else pointed out earlier in the thread, several House Rules finessed that option, probably by requiring a unit to be in enemy ZOC's - thus, to be in contact - before 47 could be implemented. If Steve were to implement that - require the isolated unit to be in enemy ZOC's and not in contact with friendly forces [supplied or otherwise] in another hex - then the rule 47 could come into play. That would cut down on a lot of calculations. But the better way is to just not leave them be - if the targets are disrupted and out of supply, go kill them!
warspite1ORIGINAL: bo
Truthfully I did not even notice that the 2 Russian units were on a train line, I was showing them for other reasons, of course I would have eliminated them warspite but then that would have ruined my rule 47 Quandary [;)]
Ok so whether in supply and organized or Out of supply and disorganized that rail line is blocked for German use, it seems to be a major line for Latvia and Lithuania, that would not be too good.
This is no criticism of whether optional rule 47 is good or bad but what effects it will have on the screen I show above. Extraneous, at the end of the first turn the Russians are automatically reorganized but they are not in supply are they, how then can they move?
Might be a nightmare to program, [rule 47] only Steve knows about that.
Bo
ORIGINAL: warspite1
warspite1ORIGINAL: bo
Truthfully I did not even notice that the 2 Russian units were on a train line, I was showing them for other reasons, of course I would have eliminated them warspite but then that would have ruined my rule 47 Quandary [;)]
Ok so whether in supply and organized or Out of supply and disorganized that rail line is blocked for German use, it seems to be a major line for Latvia and Lithuania, that would not be too good.
This is no criticism of whether optional rule 47 is good or bad but what effects it will have on the screen I show above. Extraneous, at the end of the first turn the Russians are automatically reorganized but they are not in supply are they, how then can they move?
Might be a nightmare to program, [rule 47] only Steve knows about that.
Bo
As per my post - units out of supply can move - albeit they are disorganised in so doing.
This can relate to why Orm said he disliked Option 47. Imagine instead those aren't two crap early war Russian units, imagine it's just Zhukov. RAW7 has no rule saying you can destroy your own isolated units. So (yes it is gamey) - an obvious available tactic for Germany would be to leave Zhukov in his own little PoW camp for the duration. Why kill him when the Russian will eventually rebuild him to lead their late war counter-offensives? He's the best unit Russia has.ORIGINAL: bo
Of course any player would attack them and destroy them, they would not leave them there at those odds for being out of supply and disorganized.
Bo
warspite1ORIGINAL: bo
ORIGINAL: warspite1
warspite1ORIGINAL: bo
Truthfully I did not even notice that the 2 Russian units were on a train line, I was showing them for other reasons, of course I would have eliminated them warspite but then that would have ruined my rule 47 Quandary [;)]
Ok so whether in supply and organized or Out of supply and disorganized that rail line is blocked for German use, it seems to be a major line for Latvia and Lithuania, that would not be too good.
This is no criticism of whether optional rule 47 is good or bad but what effects it will have on the screen I show above. Extraneous, at the end of the first turn the Russians are automatically reorganized but they are not in supply are they, how then can they move?
Might be a nightmare to program, [rule 47] only Steve knows about that.
Bo
As per my post - units out of supply can move - albeit they are disorganised in so doing.
I did acknowledge that warspite as I was editing my post for that, you posted and beat me to it [:(]
I just went back and read Zorachus99 post # 32 and found it very very interesting, brilliantly conceived and right on the mark, well at least to me, well said Zorachus99!. Never read it back then because I did not understand rule 47 but I sure do now.
Bo
You do what you'd do if Option 47 never existed. Ground strike them and kill them. If you miss the ground strike you leave units adjacent and keep them OOS. The best they can do next turn is "ooze" to somewhere and disorganize, knowing you can then probably kill them unless they try to time it with the turn ending. Also you place your units adjacent in a manner that if they do ooze, it is you who controls where they ooze to.ORIGINAL: bo
Or my question should be, can you handle it, in other words if there is no debug feature put into the main game by Steve [this means you could disorganize these units again at the end of every turn] how could this be handled by players assuming that you would ever let this situation even occur in the first place which I doubt you would.
Bo
ORIGINAL: warspite1
bo as Centuur says, its optional. As its not coded there is no way to "handle it" - its just not there to be played at present.
Sorry but that is where we are right now. I want Convoy in Flames coded - but it isn't yet, it could be done next year or it may never be [:(] Until it is, like Optional 47, there is nothing to be practically done.
ORIGINAL: paulderynck
You do what you'd do if Option 47 never existed. Ground strike them and kill them. If you miss the ground strike you leave units adjacent and keep them OOS. The best they can do next turn is "ooze" to somewhere and disorganize, knowing you can then probably kill them unless they try to time it with the turn ending. Also you place your units adjacent in a manner that if they do ooze, it is you who controls where they ooze to.ORIGINAL: bo
Or my question should be, can you handle it, in other words if there is no debug feature put into the main game by Steve [this means you could disorganize these units again at the end of every turn] how could this be handled by players assuming that you would ever let this situation even occur in the first place which I doubt you would.
Bo
In the next turn you try to ground strike them again.
If Option 47 never existed this would just be standard play in WiF with no one knowing any different.
warspite1ORIGINAL: bo
ORIGINAL: warspite1
bo as Centuur says, its optional. As its not coded there is no way to "handle it" - its just not there to be played at present.
Sorry but that is where we are right now. I want Convoy in Flames coded - but it isn't yet, it could be done next year or it may never be [:(] Until it is, like Optional 47, there is nothing to be practically done.
Actually warspite I could care less whether its in or out or if Steve ever puts it in, sometimes people do not read posts correctly, of course not you and centuur[;)] I asked how you will handle it in a MWIF game if the situation does occur without the debug tool. Please tell me what you players will do in a net play game, just ignore it? I do realize you most likely will never let this happen
Ok paul answered my question while I was composing my post thank you paul.
Bo
ORIGINAL: warspite1
warspite1ORIGINAL: bo
ORIGINAL: warspite1
bo as Centuur says, its optional. As its not coded there is no way to "handle it" - its just not there to be played at present.
Sorry but that is where we are right now. I want Convoy in Flames coded - but it isn't yet, it could be done next year or it may never be [:(] Until it is, like Optional 47, there is nothing to be practically done.
Actually warspite I could care less whether its in or out or if Steve ever puts it in, sometimes people do not read posts correctly, of course not you and centuur[;)] I asked how you will handle it in a MWIF game if the situation does occur without the debug tool. Please tell me what you players will do in a net play game, just ignore it? I do realize you most likely will never let this happen
Ok paul answered my question while I was composing my post thank you paul.
Bo
Sorry bo if I am being thick (a regular occurence) but I seem to be missing the point. I have no idea why there is any talk of a de-bug tool when playing the game as is.
If it (disorganised and out of supply) occurs in a MWIF game then the player deals with it as per the rules - no de-bug, no get around. It happens all the time - or at least it does to me as I suck at the game.
Sorry bo am trying to be helpful. What am I missing?
warspite1ORIGINAL: bo
ORIGINAL: warspite1
warspite1ORIGINAL: bo
Actually warspite I could care less whether its in or out or if Steve ever puts it in, sometimes people do not read posts correctly, of course not you and centuur[;)] I asked how you will handle it in a MWIF game if the situation does occur without the debug tool. Please tell me what you players will do in a net play game, just ignore it? I do realize you most likely will never let this happen
Ok paul answered my question while I was composing my post thank you paul.
Bo
Sorry bo if I am being thick (a regular occurence) but I seem to be missing the point. I have no idea why there is any talk of a de-bug tool when playing the game as is.
If it (disorganised and out of supply) occurs in a MWIF game then the player deals with it as per the rules - no de-bug, no get around. It happens all the time - or at least it does to me as I suck at the game.
Sorry bo am trying to be helpful. What am I missing?
It is probably me not you, If an enemy unit should be behind your units out of supply and disorganized and you need to move your units forward without going back and destroying that unit, it will be continually reorganized every game turn, now if you do not like that situation [not meaning you per say] there is nothing you can do about it under the present rules, I do not how else to explain that to you.
This unit could cause trouble if left there I assume, as I have never played this game. If Steve does not put optional rule 47 into the game again I could care less, but if 2 players agree that this is annoying maybe Steve could leave the debug tool in the game so people who just happen to like rule 47 to keep the unit or units disorganized or the other option just ignore those disorganized or organized units at the turns end.
Of course you need to trust the other player,[:(] hmmm
It must be me but I do not see what I am saying is so complicated.
Bo
ORIGINAL: warspite1
warspite1ORIGINAL: bo
ORIGINAL: warspite1
bo as Centuur says, its optional. As its not coded there is no way to "handle it" - its just not there to be played at present.
Sorry but that is where we are right now. I want Convoy in Flames coded - but it isn't yet, it could be done next year or it may never be [:(] Until it is, like Optional 47, there is nothing to be practically done.
Actually warspite I could care less whether its in or out or if Steve ever puts it in, sometimes people do not read posts correctly, of course not you and centuur[;)] I asked how you will handle it in a MWIF game if the situation does occur without the debug tool. Please tell me what you players will do in a net play game, just ignore it? I do realize you most likely will never let this happen
Ok paul answered my question while I was composing my post thank you paul.
Bo
Sorry bo if I am being thick (a regular occurence) but I seem to be missing the point. I have no idea why there is any talk of a de-bug tool when playing the game as is.
If it (disorganised and out of supply) occurs in a MWIF game then the player deals with it as per the rules - no de-bug, no get around. It happens all the time - or at least it does to me as I suck at the game.
Sorry bo am trying to be helpful. What am I missing?