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Roster slot availability

 
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All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Last Stand Arnhem >> Mods and Scenarios >> Roster slot availability Page: [1]
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Roster slot availability - 8/28/2010 12:39:14 AM   
xe5

 

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The number of slots available in a BG's active roster is determined by the total number of men in the BG's starting forcepool. A forcepool of 20 US Rifle teams would have 9 active slots available (20 teams x 6 men/team = 120 men).

< 120 men = 6 slots
120-239 men = 9 slots
240-359 men = 12 slots
360+ men = 15 slots

Vehicles are counted as men in the following proportions:

1-3 vehicles = 0 men
4-7 vehicles = 40 men
8-11 vehicles = 80 men
12-15 vehicles = 120 men
16-19 vehicles = 160 men
20-23 vehicles = 200 men
24-27 vehicles = 240 men
28-31 vehicles = 280 men
32-35 vehicles = 320 men
36+ vehicles = 360 men

Examples:
119 total men + 3 vehicles = 6 slots
80 men + 7 vehicles = 9 slots
25 vehicles = 12 slots
240 men + 15 vehicles = 15 slots

NOTE: the number of teams available in a forcepool in modified by the difficulty factor (first row of BGroups.txt, Elite->Recruit) and the start day modifier (infantry & vehicle). eg. 501/101 has a .92 start day multiplier for infantry on Day 6 (Sept. 22)
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RE: Roster slot availability - 8/28/2010 1:01:58 AM   
Andrew Williams


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So, if teams had more men you could allocate fewer teams for the same number of available slots?

(in reply to xe5)
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RE: Roster slot availability - 8/28/2010 1:14:31 AM   
xe5

 

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Yes.
60 US rifle teams = 15 slots
360 sniper teams = 15 slots

(in reply to Andrew Williams)
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RE: Roster slot availability - 8/28/2010 3:10:33 AM   
Gary Childress


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What is the smallest number of slots available? What if you had only 15 snipers in the force pool. How many slots would be available to them?

I have to say I'm a little befuddled why it should make a difference how many units you have in the forcepool to open up BG slots. I don't think CCTLD was like that. Of course TLD doesn't have purchase points. I like the idea of purchase points but I also like the ability to fill up a BG with up to 15 units so long as you have purchase points to do so. If all you have left is 15 snipers, and enough purchase points to procure them all, then you ought to be able to put 15 snipers in your battlegroup.

(in reply to xe5)
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RE: Roster slot availability - 8/28/2010 3:13:53 AM   
Gary Childress


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quote:

ORIGINAL: xe5

The number of slots available in a BG's active roster is determined by the total number of men in the BG's starting forcepool. A forcepool of 20 US Rifle teams would have 9 active slots available (20 teams x 6 men/team = 120 men).

< 120 men = 6 slots
120-239 men = 9 slots
240-359 men = 12 slots
360+ men = 15 slots

Vehicles are counted as men in the following proportions:

1-3 vehicles = 0 men
4-7 vehicles = 40 men
8-11 vehicles = 80 men
12-15 vehicles = 120 men
16-19 vehicles = 160 men
20-23 vehicles = 200 men
24-27 vehicles = 240 men
28-31 vehicles = 280 men
32-35 vehicles = 320 men
36+ vehicles = 360 men

Examples:
119 total men + 3 vehicles = 6 slots
80 men + 7 vehicles = 9 slots
25 vehicles = 12 slots
240 men + 15 vehicles = 15 slots

NOTE: the number of teams available in a forcepool in modified by the difficulty factor (first row of BGroups.txt, Elite->Recruit) and the start day modifier (infantry & vehicle). eg. 501/101 has a .92 start day multiplier for infantry on Day 6 (Sept. 22)


Is there a way to get around the numbers? Say put a whole bunch of worthless, dummy vehicles in your forcepool, not to be used in battle but simply to bring up the force pool number?

(in reply to xe5)
Post #: 5
RE: Roster slot availability - 8/28/2010 3:46:35 AM   
xe5

 

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What is the smallest number of slots available?
6.

What if you had only 15 snipers in the force pool. How many slots would be available to them?
6. Less than 120 men in a forcepool allows for 6 available slots

I have to say I'm a little befuddled why it should make a difference how many units you have in the forcepool to open up BG slots.
The number of available slots is determined by how many men (or vehicle equivilents) in the forcepool, not how many units.

I don't think CCTLD was like that. Of course TLD doesn't have purchase points.
TLD didnt have variable slot availability. CC3 was the last version that did, based on the command unit's 'rank'.

I like the idea of purchase points but I also like the ability to fill up a BG with up to 15 units so long as you have purchase points to do so. If all you have left is 15 snipers, and enough purchase points to procure them all, then you ought to be able to put 15 snipers in your battlegroup.
a)Should a BG that represents a company get to field as many units in battle (15) as a BG that represents a regiment?
b)In CC2, if you had 15 snipers left and enough requisition points to procure them all, you could only put 9 snipers in your BG. CC2 always reserved 6 slots for support teams (MGs, mortars, vehicles etc)


Is there a way to get around the numbers? Say put a whole bunch of worthless, dummy vehicles in your forcepool, not to be used in battle but simply to bring up the force pool number?
Snipers are pretty worthless IMO.


< Message edited by xe5 -- 8/28/2010 10:07:31 AM >

(in reply to Gary Childress)
Post #: 6
RE: Roster slot availability - 8/28/2010 4:05:00 AM   
kojusoki1

 

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Is the number of slots a variable or a constant number for aspecific BG? I mean what if I had at the begining 121 man, and then 2 got killed?

And yes, snipers should be a bit better (higher concealment?)...

(in reply to xe5)
Post #: 7
RE: Roster slot availability - 8/28/2010 11:05:53 AM   
xe5

 

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The number of slots per BG appears to be a constant. If you start with 9 slots, you keep 9 slots even if your forcepool falls below 120 men (or vehicle equivalents).

However, due to the start day modifiers for infantry and armor, a BG can start with fewer slots later in the campaign.

Slots also affect the battlegroup point strength initially available in a BG. The formula for this is calculated by totaling the team point value of the forcepool, dividing that total by the number of teams in the forcepool, then multiplying that quotient by the number of slots available.

Examples:

Forcepool for BG X (119 men/6 slots) -
6 x US Rifle teams (36 men/22 pts each)
6 x US Rifle-MG teams (36 men/18 pts each)
7 x US Sniper teams (7 men/4 pts each)
6 x Daimler Armored car (40 men/73 pts each)
706 total pts {(6x22)+(6x18)+(7x4)+(6x73)}
25 total teams (6+6+7+6)
706/25 = 28.24
28*6(slots) = 168 total battlegroup points

Forcepool for BG Z (120 men/9 slots) -
6 x US Rifle teams (36 men/22 pts each)
6 x US Rifle-MG teams (36 men/18 pts each)
8 x US Sniper teams (8 men/4 pts each)
6 x Daimler Armored car (40 men/73 pts each)
710 total pts {(6x22)+(6x18)+(8x4)+(6x73)}
26 total teams (6+6+8+6)
710/26 = 27.31
27*9(slots) = 243 total battlegroup points


< Message edited by xe5 -- 8/28/2010 11:31:11 AM >

(in reply to kojusoki1)
Post #: 8
RE: Roster slot availability - 8/29/2010 8:45:53 PM   
kojusoki1

 

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what happens when we merge BGs? If soldiers are being added to the "final" BG - will it affect its slots avaibility?

(in reply to xe5)
Post #: 9
RE: Roster slot availability - 8/29/2010 9:11:48 PM   
Andrew Williams


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More slots may become available - i guess this is determined by the number of soldiers in the merged BG.

(in reply to kojusoki1)
Post #: 10
RE: Roster slot availability - 8/30/2010 1:37:02 AM   
xe5

 

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More slots do become available, as calculated by the number of men in the merged BG, per the initial thread post.

When BGs merge, their available battlegroup points are simply added together rather than re-calculated per post 8 above.

(in reply to Andrew Williams)
Post #: 11
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