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If you have a look at the 4th Gds AT Battalion in hex 203,273 in the Full (Stock) Campaign for K43 you will note that it is a Motorized Unit that is deployed in a marsh, it is not 'On Foot'. This is not possible to do during the course of a game but apparently it is possible to set up such a unit deployed in the editor.

After a few games I have noticed this unit takes very high losses when attacked. The losses appear to be roughly 4 times what one might normally expect against such a unit (its in a trench for a total -50% modifier). I am pretty sure it can not retreat if assaulted as well. I think the game must be treating this unit as being in 'T' mode for fire results because technically a motorized unit cannot be deployed in swamp hex unless it goes on foot. Thus when it gets shot the program is treating it as being in travel mode. Therefore should this unit be changed to 'On Foot' in a future patch or am I reading this wrong.

:chin:
Direct fire between II/PzGR 6 BN (202,273) ("A" morale) and the 4th Gds AT Battalion in hex (203,273) ("D" morale) there are the following results. I made this as the first direct fire attack in turn one with both units at at start strength.
The elevation difference between the two hexes is 60 meters.

German Direct Fire Result
Target unit: 4th Gds AT Rifle Bn, 78th Gds Rifle Div
Loss of 41 men to target unit
Range = 1 Modifier = 0%
Fire = 945 (mod 20%, inf 100%)

A morale = +20%
Marsh Terrain = -10%
TRENCH = -40%
Elevation = +50% (10% per 10 meter increment to a maximum of five increments.)
Result = +20% Same as the results show.

While the Russian AT Rifle Bn is motorized, it can leave the hex in travel mode to the north along the road. Since there is a German ZOC on that northern hex, a small Russian unit will have to move to occupy the hex (so as to not make stacking over the road limit) or the German PzGR Bn in (202,272) will need to be broken or move away.

The motorized Russian AT Rifle Bn should be on foot to deploy in the marsh. In any case the deployment is not affecting the combat fire results.

Dog Soldier
Hmmn I am not so sure Brian. If I bomb that guy over say 10 tests I might several results with over 100 men killed, using 46 or 47 German He 111's. There is a similar guy in a trench in hex 220,297 (not a marsh). I can't get anywhere near 100 troops killed for that guy. I really think something is amiss here.
I did a test against the guy in the marsh. I disrupted it then assaulted with the German unit across the river via the bridge. The Germans won the assault and the Russian guy would not retreat and lost 150+ guys.

Which is correct. A motorised unit deployed should not be able to retreat to hex 204,272. But a guy on foot would. My point is this guy in question is very easy to wipe out. Either via direct/indirect fire or bombing or assault. If you compare the results acheived against this Russian AT Bat in the marsh hex as opposed to the same unit in a non-marsh hex you will very quickly see my point.
Here is the clincher, in my mind anyway.

Did six test shots against the Soviet AT guys in 203,273
Kills
29, 19, 28, 59, 50, 50.

I then put them in 'On Foot' mode. Six more shots
Kills
10,11,15,8,6,14.

Big difference.

I rest my case :)
Here is the file fixes for this unit in the marsh which shouldn't be there. These files will go in the next update.

If anyone has a Motorized unit which starts a scn in MArsh or Swamp - please let HPS Support know about it - chances are it is a mistake. In the meantime, best to put that unit in ON FOOT mode and move it back to the rear where the parent HQ is located.

Note - the zip contains several scns where this setup issue is present.

Glenn
Thanks Glenn for your attention to such details.

Dog Soldier
Nice job confirming and addressing the problem so quickly.

Thanks!
Thanks for this fix Glenn. Life for Ivan will be a little easier on turn one now. Will keep an eye out for anymore 'motorized swamp dwellers' :)
Thanks Glenn...