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Airhead Supply - 9/9/2018 11:21:18 AM   
adek670


Posts: 268
Joined: 9/21/2010
From: Twickenham
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Guys,

Can you help explain what i'm doing wrong / how i'm interpreting the numbers on air supply drops to forward air bases.

I am running latest 1.11.03 playing Road to Leningrad.


Situation: 4P Airbase is two hexes NE of Novgorod (light woods town) acting as a forward air base for air drop missions to my advancing Panzer Group.

The airbase hasnt moved during the current turn and has units next to it that also haven't moved as yet.

I drop a supply mission and receive the message: 19 of 55 cargo / 19 Fuel--- am I getting cargo loss here? I read that 36 cargo has been lost on the drop.

My understanding was that as of v1.08.05 "In order to be able to use an airbase for airhead supply, or to prevent cargo loss during regular air drops, the airbase must not have moved this turn"

as a comparison, I move 4P one hex NE and try again: 16 of 48 cargo 16 fuel. It seems that it makes no difference to the result if the airbase has/hasn't moved.

Note i'm not getting any Soviet air forces defending and have 12 BF109s flying escort. Also AP is not next to an enemy hex or flying over enemy controlled hexes.



Can anyone help me explain what's going on here please?


Any help would be appreciated.


Thanks

Ade



Post #: 1
RE: Airhead Supply - 9/9/2018 11:44:51 AM   
xhoel


Posts: 978
Joined: 6/24/2017
From: Germany
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The rules have changed in regards to airhead supply.
In 1941 Air Bases give no bonus to supply drops. Only in 1942 and after can air bases recieve the full supply dropped by air.

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(in reply to adek670)
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RE: Airhead Supply - 9/9/2018 12:45:08 PM   
adek670


Posts: 268
Joined: 9/21/2010
From: Twickenham
Status: offline
Hi thanks,

I even downloaded an updated manual off this site and a condensed rules --- didn't see mention of the rule regarding 1941.

For completeness, can you ping me where this is mentioned please.

Thanks

Ade

(in reply to xhoel)
Post #: 3
RE: Airhead Supply - 9/9/2018 12:46:17 PM   
adek670


Posts: 268
Joined: 9/21/2010
From: Twickenham
Status: offline
cancel last--- its in the 1.11 change log

(in reply to adek670)
Post #: 4
RE: Airhead Supply - 9/9/2018 12:55:20 PM   
xhoel


Posts: 978
Joined: 6/24/2017
From: Germany
Status: offline
Good to see you got it.
Cheers,
Xhoel

_____________________________

AAR WITW: Gotterdammerung 43-45
http://www.matrixgames.com/forums/tm.asp?m=4490035
AAR WITE: A Clash of Titans 41-45
http://www.matrixgames.com/forums/tm.asp?m=4488465

(in reply to adek670)
Post #: 5
RE: Airhead Supply - 9/20/2018 7:26:36 AM   
Chris21wen

 

Posts: 5557
Joined: 1/17/2002
From: Bexhill-on-Sea, E Sussex
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quote:

ORIGINAL: xhoel

Good to see you got it.
Cheers,
Xhoel


I'm not convinced airhead supply is working as intended. One of the patches says this:

v1.08.05 - October 12, 2015
In order to be able to use an airbase for airhead supply, or to prevent cargo loss during regular air drops, the airbase must not have moved this turn.


I can see no evidence that this happens.

In the pic I've got a small pocket. Pic at the bottom show status before airhead supply.
Pic at top shows the airbase before moving
Middle pic shows airbase having spent 20 MP

No difference.





Attachment (1)

(in reply to xhoel)
Post #: 6
RE: Airhead Supply - 9/20/2018 7:33:10 AM   
Chris21wen

 

Posts: 5557
Joined: 1/17/2002
From: Bexhill-on-Sea, E Sussex
Status: offline
Also, sometimes the list of units in range does not appear but the units actually change supply state from Isolated to air/beach supply.

(in reply to xhoel)
Post #: 7
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