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Movement points

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Movement points - 11/24/2011 7:51:02 AM   

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I understand the basics of supply and the importance of the distance from the railhead (movement points) in determining how well supplied a unit is, but how on this green earth can two infantry divisions stacked together not only have different MP's, but when a game turn is replayed , their MP's again change. @!!! And the difference can be huge..some dudes sitting on the railhead can have 15-16 MP's and when replayed 11-12 MP's !!! I guess this is a game mechanic that is taking me aback. I've been trying to figure out how to maximize MP's,,,, any tricks ???
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RE: Movement points - 11/24/2011 8:30:30 AM   


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In my understending that is due to random rolls. The MP can be cut to 80% of max mp, depending on the roll [the chance depends on the quality of leadership, especially initiative rating]. That is probably responsible for cutting it from 15-16 to 11-12. Also, even when the unit is on the rail, it does not mean it has absolutely 100% of supplies - what I understand is that supplies actually travel first to HQ (by rail, possibly with trucks if not on rail), and from the HQ to the unit, with trucks. Thus the units do not have ideal supply - some is always lost in transport... To have perfect supply you need to use HQ buildup, but than you lose trucks and all your army suffer 2% worse supply for 2 months (at least if things still work as described in the manual, there were some changes in patches).

(in reply to HITMAN202)
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RE: Movement points - 11/24/2011 10:56:01 AM   


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From the manual:

14.1.2. Determining Movement Point Allowances

The following steps are used by the computer to determine a unit’s MP allowance during the logistics phase at the start of a turn:

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.


We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
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Desert War 1940-42 beta tester

(in reply to Toidi)
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