BigAnorak
Posts: 4657
Joined: 7/10/2006 From: The Duchy of Cornwall, nr England Status: offline
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One of my boring from the Manual posts - but anything that slows down a mechanised or tank Army in 1943 is a good thing in my book. If the SU is prevented from making 3 extra attacks and advances per turn, over the course of a full campaign is the difference in the whole front line being 5 hexes further East - that could make the difference between holding or not holding Berlin. Of course you can't deprive him of the fuel for the whole campaign, but I am just trying to illustrate the importance of MPs. From the manual. 1. Start with base MPs (14.1.1) 2. Calculate average fatigue of the unit based on the number and fatigue of each type of ground element. Reduce the number of MP’s by the average fatigue divided by ten, rounded down. 3. Check for leader initiative. If all leaders in the chain of command fail the initiative check, then multiply MPs remaining by 80 percent, rounding down. 4. Check for leader admin. If all leaders in chain of command fail the admin check, then multiply MPs remaining by 80 percent, rounding down. Note that units that did not move in the previous turn will automatically pass their next turn’s admin check. 5. Determine if fuel (motorized unit) or supplies (non-motorized unit) is sufficient to enable the unit to use the remaining MPs it has. For example, if a motorized unit has only 50 percent of its base MPs remaining after steps 1 through 4, it will only require 50 percent of fuel needed. If fuel on hand is 60 percent of what the unit needs to use its remaining MPs, then it can only move 60 percent of those MPs, rounded down. 6. If a non-motorized unit, reset the unit’s MPs to six if determined to be lower than six. If a motorized unit with zero MPs, reset the unit’s MPs to one. 7. If the movement point allowance is greater than 16 and the unit is motorized, check to see if the vehicle shortage penalty applies. This penalty creates a maximum number of MPs the unit may have during the turn. For motorized units the maximum is equal to 16 + (34 * (vehicles in unit/ vehicles required by unit. The maximum will never be less than 16. As an example of the above rules, a motorized Axis unit that has 80 percent of its required vehicles will start with a base MP of 50. If average fatigue were 22, then the unit MP would be reduced by 2 to 48. If all the leaders in its chain of command failed their initiative and admin checks, the unit’s MPs would be reduced first to 38 and then to 30. As 30 is 60 percent of the base MP of 50, the unit would need at least 60 percent of required supplies in order to move 30 MPs; if it had only 45 percent of its supply needs, its MPs would be lowered to 22. Since the unit has 80 percent of its vehicles, it has a maximum of 16 + (34*.8) or 43 MPs. Since the unit has only 22 MP, it is not affected further by the vehicle shortage. Had the unit had 100 percent of its fuel and had passed the leader and admin checks, instead of having 48 MPs the unit would be reduced to 43 MPs
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(old version)It's only a game (new version)Gary Grigsby's War in the East is not a game - it is a way of life! War in the East Alpha/Beta Tester
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