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Glenn - WSF - Unit Effectiveness
07-03-2009, 12:14 PM,
#1
Glenn - WSF - Unit Effectiveness
Glenn
I have sent a few emails re WSF but no reply so I guess perhaps they are not getting thru for some reason.

Has there been any discussion at HPS about the Unit Effectiveness Recovery Rate (UERR)?

I have been working on a CG mod for WSF but I fear I may be wasting my time unless something is done that allows a designer to adjust the UERR in the parameter file.

Example:

Say the 21st Pz is reduced to 50% strength and 50% effectiveness through prolonged combat. The player then moves the unit to the rear for rest and refit. He then adds replacements to the unit to bring it back up to 100% strength. This in turn reduces the unit effectiveness to 0%. Unit Effectiveness is reduced on a one for one basis as replacements are added.

With a UERR of between 0%-2% per turn (as per the manual), then with an average of 1% per turn the 21st Pz will need 1% times 100 turns = 200 days = 6 to 7 months to regain 100% effectiveness assuming the unit doesn't move, remains in supply and is not attacked for this lengthy period. Unless I am totally on the wrong track here that makes trying to build a CG mod that *works* impossible.

Discussion or comments from others are most welcome. But please stick to factors that relate to UERR.

:chin:
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Messages In This Thread
Glenn - WSF - Unit Effectiveness - by Krak - 07-03-2009, 12:14 PM
RE: Glenn - WSF - Unit Effectiveness - by Krak - 07-03-2009, 05:01 PM
RE: Glenn - WSF - Unit Effectiveness - by Krak - 07-05-2009, 09:20 AM
RE: Glenn - WSF - Unit Effectiveness - by Krak - 07-06-2009, 03:26 PM
RE: Glenn - WSF - Unit Effectiveness - by Krak - 07-07-2009, 07:01 AM
RE: Glenn - WSF - Unit Effectiveness - by Krak - 07-08-2009, 08:17 AM
RE: Glenn - WSF - Unit Effectiveness - by Krak - 07-10-2009, 08:34 AM
RE: Glenn - WSF - Unit Effectiveness - by Krak - 07-10-2009, 09:04 AM
RE: Glenn - WSF - Unit Effectiveness - by Krak - 07-10-2009, 09:47 AM

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