K62 wrote: ↑Thu Mar 23, 2023 1:28 pm
I'm curious about the difference between T2 and T3, as the number of kept AFVs is much greater in T3. Does the unit move during T2 while remaining stationary in T3?
I did not move any unit at all.
K62 wrote: ↑Thu Mar 23, 2023 1:28 pm
Additionally, if you aim to assess the distance from the railhead, the Operation Typhoon scenario might be more suitable. I presume this is linked to the "Off Rail MP" value for each hex, which typically isn't very high in most scenarios on T1. However, in Operation Typhoon, there are swamp hexes in the south with Off Rail MP values reaching the 20s.
Thanks for that hint, I'll see when I find the patience figuring that range-stuff out.
K62 wrote: ↑Thu Mar 23, 2023 2:02 pm
On further thought, it may have something to do with the pool size. Maybe having a big enough pool results in the repaired elements being retained instead of sent back. Do you get a better repair rate on T2 if you pre-place 100+ elements in the pool? Does the T3 pattern of repairing and retaining substantial numbers continue on subsequent turns?
I am not 100% sure where you are "going to" with this. AFAIK I can only put stuff into the Active Pool, feeding the Transit pool would need to be a setup with disbanding a Unit with DAM Tigers and then spawning in another one with DAM/RDY/TOE-Tigers as one wants it to be.
I have done lot's more testing than I posted, here is one more example where I simply gave an Motorized Division some DAM Tigers without "adding them to the TOE". maybe this gives some more info.
And concerning Subsequent turns
you can see this posts Attachment where I added more Turns to the test, does that help?