Previously RRV meant nothing :) FBD/NKPS used MP to repair rail, and had them fixed at 16. So even if you have detached all construction units from them, and reduced their TOE to 20% they were as good as before at rail repair. This had to stop, so finally I tied MPs of those units to their RRV.
But Morvael, RRV may now be tied to MP of the FBDs, but there is some modicum of voodoo here with how this works still, it will be appreciated if you could enlighten further please?
My main concern ATM is the RR repair ability of the Construction SUs, but if the Max TOE% effects fortification entrenchment performance that would be good to cover too, thanks.
I will say that in this thread it has been established that construction SU do fuction (apparently) at RR repair while at less than 100% TOE.
So, what is happening under the hood with construction SUs:
Is it linear though, at 90% TOE, it performs at up to 90%, 80% at 80%, 75% at 75%, etc and is this moderated or enhanced by Morale in the way that UNREADY state is?
In FBDs and the 1st Rumanian RR Command unit both RRV and MP are tied to the number of Const SUs, but that isn't exactly linear though, nor are these two figures in sync with each other, what number of const SUs variations determines their final fugures?
(Some FBDs start with more Const SUs than others but have the same MP & RRV while adding or subtracting one or two changes MP & RRV figures differently, obviously MP tops out at 16, but RRV can jump 2 points with one Const SU change, how come?)
The 1st Rum RR Cmd starts with only 5 Const SU Btlns, which you can add the 4 from AG Antonescu HQ, but only the first two you add bumps up the MP by 1 & RRV to from 9 to 10, the next two do nothing but increase man power, no more 1 bump in MP & RRV, why?
Is the ability of Const SU Btlns reduced from less than effective when they're out on own auto-deployed from HQs at lower levels of TOE% or based off number of actually ready/fit Labour Squads, such that if they fall below a point they are too cut down and wont be able to do 100% RR repair themselves as a single unit?
(Hence why you see them doubled up on Hexes! And when do they start to need to do that?)
How does terrain or ground weather conditions effect them apart from MP costs with RR repairs and fortification digging in terms of reduced TOE% or ready Labour squads?
The main reason I am asking is that I want to set all the Const SU TOE% to a number less than 100% so that I send my replacement man power to combat units as a full priority over them. So far it looks like I can do that, say at something reasonable like 90% or 75% and forget about worrying about them over the long term or at least until the blizzard. I just want to be sure if I can do that over a long game too and be able to successfully RR repair with slightly depleted Const SUs both from HQs and in FBDs especially for Summer '42 and to easily cover partisan damage to the Railnet behind the lines, etc. However if I ran them down to 75% will I need to count them as 4 to 3 at 67% 3 to 2 effectively or if I let them slip to 50% will I always need double?
When you build more Construction SUs as the Soviets you create them as cadre shells that you can set their Max TOE% so how they function at 90%, 75% , 67%, 50%, or 20% matters if you can do that especially since I build up to 40 of them, so I would like to know if I can save Man power this way or not?
Also as the Soviets I wonder if you need to ever change the starting 8 Const SUs in STAVKA HQ on T1 from Max TOE of 91% or if you can just completely get away with just forever leaving these set at 91%?
< Message edited by Saulust -- 5/8/2019 1:53:14 AM >