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  #391  
Old June 11th, 2023, 07:50 AM
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Default Re: RetLT Scenario issues

I’ll have to check next week to see about the church.
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  #392  
Old June 11th, 2023, 10:21 PM

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Default Re: RetLT Scenario issues

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Originally Posted by DRG View Post
I changed each formation's reaction turn from 99 ( AI control ) to one turn after they arrive and both moved off their entry hex and towards the battle area.

Why 99 didn't work for those formations for you is a mystery but with that change, they moved for me

I assume you playtested this for Don originally? Do you know why there is a church in the middle of the road 46,52 ?
I never noticed it.
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  #393  
Old June 12th, 2023, 07:04 AM
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Default Re: RetLT Scenario issues

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  #394  
Old June 12th, 2023, 07:21 PM
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Default Re: RetLT Scenario issues

Yes that is intended. Please don’t change it.
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  #395  
Old June 16th, 2023, 12:16 AM

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Default Re: RetLT Scenario issues

Scenario #551 The Rhino's horn

German reinforcements do not move from their arrival hexes.

I don't recall this happening during playtesting.
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  #396  
Old June 16th, 2023, 08:26 AM
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Exclamation Re: RetLT Scenario issues

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Scenario #551 The Rhino's horn

German reinforcements do not move from their arrival hexes.

I don't recall this happening during playtesting.
I saw the same thing running it AI vs AI . As an experiment, I set the reaction turn of the reinforcements to one turn after their arrival and they moved so that is a solution......

BUT

The AI vs AI games I ran the reinforcement units only made it halfway to the center of the map before the game ended in the decisive defeat of the Russians so the reason they did not move may be because the AI decided it didn't need them anywhere to win. I ran it a second time with the same result, all of the reinforcement units were making their way to the front but were well behind the central hill position so they never saw any combat and in both cases, the Russian AI side had lost the battle decisively in half the allotted turns!

IMHO there is no need for those reinforcements and that may be why the AI didn't move them set to reaction 99.

I ran it a third time with the same result so for three AI vs AI battles the game was over by turn 14, 12, 10

It's a turkey shoot. This was the last result that was over by turn 10



That said, if you played the Russians and actually won and the AI didn't react with those reinforcements then there is a problem that setting the reaction turns as I described will fix......or at least get them moving towards the fighting.
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Last edited by DRG; June 17th, 2023 at 09:48 AM..
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  #397  
Old June 18th, 2023, 02:13 AM

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Default Re: RetLT Scenario issues

[quote=DRG;854813]
Quote:
Originally Posted by RetLT View Post
Scenario #551 The Rhino's horn

...

BUT

T


That said, if you played the Russians and actually won and the AI didn't react with those reinforcements then there is a problem that setting the reaction turns as I described will fix......or at least get them moving towards the fighting.
I did manage a victory as the Russians by using a lot of smoke and artillery.

They key was to only engage one Marder or AT gun at a time.

I got a 4:1 MV but it would have been less if the reinforcements had moved.
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  #398  
Old June 18th, 2023, 04:50 AM
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Default Re: RetLT Scenario issues

OK , in this case setting the reinforcements to move the turn after they arrive would at least get them moving forward and I will adjust the scenario accordingly
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  #399  
Old June 19th, 2023, 03:27 AM

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Default Re: RetLT Scenario issues

Scenario #558 Hell on wheels: St. Giles

Check loss numbers in scenario details text. Looks like a cat stepped on the keyboard.
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  #400  
Old June 19th, 2023, 07:06 AM
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Exclamation Re: RetLT Scenario issues

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Scenario #558 Hell on wheels: St. Giles

Check loss numbers in scenario details text. Looks like a cat stepped on the keyboard.

That is because there is no % in the SP alphabet...... The full word "Percent" has to be used not %

Now corrected in the master
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