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Opertional reinforcements


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Hy,

Do reinforcements arrive like they do in battles when playing an operation?

Mine never turned up ((

Can someone explain how a perimiter is "marked" at the end of an operation/

Lastly, there were no icons to place reinforcements in my map, is this the norm. It is very imporatnt that things turn up where they are supose to. The "book" sure is helpful in all this stuff :rolleyes:

thanks

eric

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since no one else has helped you (sorry, the ping thread seems to engulf all attention on this forum, so its hard to get something answered at times!), ill let you know what i know.

in an operation you can set a percent chance that reinforcements will arrive on a given turn. if you NEED them to arrive on THAT turn, set the percentage to 100%. if they dont show up on the first turn they are availiable, then the next turn there is the same chance they will show up; the chance never improves, it just continues every turn. so unless its 100%, theres no gurantee that they will ever show up (as you saw).

from what i can tell on the perimeter, its determined by tje farthest forward units of both sides and then figures inbetween them the "no mans land" zone. how the line is actually drawn can vary widely.

operations/scenario reinforcements arrive on your friendly map side. theres no way to put them into any kind of formation, its almost always a mess! a way to cut down on the mess is to use all the reinforcement slots avaliable; use two slots for one turn.

hope these helped! a better forum to get attention at is the tactics one. its easy to have your question washed out to the bottom by other posts!

good luck

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Um, in operations, reinforcements arrive before a given -battle-. They are then available for ordinary set up in the battle specified. They don't arrive during a battle from off the edge of the map, as in scenarios. You specify in the operation design which -battle- is the first a given set of reinforcments can arrive, along with an arrival chance -per battle-.

So, "turn" 2 and 100% means the force will not be there in the first battle, but will be there in the second. "turn" 4 and 50% means the force will not be there in the first 3 battles, 50% chance it is there for the 4th, 75% there for the 5th, etc - assuming the operation runs that long.

You can also specify that a given reinforcement force is a "reserve" instead of an ordinary, scheduled reinforcement. You have 3 slots available for that - battalion, regiment, and division reserve. Reserves will show up if their side takes heavy losses or otherwise encounters serious trouble in the preceeding fights. The divisional ones are the slowest to arrive, and sometimes will not make it at all. Each will only show up after the previous level of reserves has been committed.

You have no control over committment of reserves, as designer or as player. It is all in the hands of the computer. Scheduled reinforcements, on the other hand, can be "tuned" by the designer as he sees fit - but they will not react to how the operation is going.

Between each battle, the surviving forces on each side are reorganized and receive resupply and some replacements. Some portion of the WIA will return (stragglers, rear area troops coming forward, etc). Abandoned tanks might be restored to service. Ammo will be restored, though not always to full. How strong the old forces are after this resupply will depend in part on the operation's global "supply" settings for each side, set on the parameters screen.

The reinforcements are added to the reconstituted survivor force. That then forms the body of troops available at the start of the next battle, in the set-up phase. Once units have arrived, they are the same as initial forces for all purposes; they never go "back into reserve" or anything like that. They will be resupplied normally after each battle, etc.

The front line moves after each battle, based on how far the lead attackers have advanced, and on the size of no man's land (NML) specified in the "parameters" of the operation. For an ambush and fall back defense, chose a reasonable size for NML. That will push the defender's back gradually even if the attackers only make it to their previous positions, not through them. If you want to show a static defense of each position, then use a thin NML setting, to allow the defenders to hold on to locations until ejected from them. The defenders will still fall back if a location is flanked, though - the farthest advance is the basis for the start line in the next battle.

You have to play through an operation several times to test whether the number of battles, length of battles, NML settings, and map width/length, are reasonable. If you make each battle too long and the map too wide, it will be too easy for the attackers to push through somewhere and race to the rear, sometimes with a small force. The defenders will then give up too much ground per battle, especially if you choose a wide NML setting. Reduce the length of each battle to avoid that problem. You might also narrow the battlefield, and/or lengthen it, to make it harder for attackers to just "go around". Of course, it depends on what sort of fighting you are trying to simulate. There is no substitute for testing it repeatedly.

I hope some of this helps...

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