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some general questions

Posted: Wed Nov 14, 2012 4:32 pm
by loki100
We are in the middle of a PBEM with 3 who are essentially novices with RUS and have a few questions as we are not sure what is WAD and what might be going a bit odd:

a) we all ran the usual requisition style commands asap and now find we cannot (we are on turn 8/9) do any more. Our guess is WAD and this reflects a gap so as to prevent over exploitation?
b) as the Red player, I started out blowing up rail lines, for the last two turns, I have issued orders to partisans to do this and nothing has happened in the turn resolution (first time I wasn't sure if I had forgotten to save the orders but second time I know I gave the orders and rechecked just before turn resolution). The rails are a mixture of ones I attacked earlier and new ones. All behind the White lines;
c) as the Red player, I ordered up 3-4 artillery batteries fairly early on, I now cannot build any more. Does this represent the usage of all of a scarce resource? I have the money and war supplies so it is not that;
d) Red Verdun, I spent the EPs on this (they have been deducted and the option removed) but no troops appeared. At the time there was a huge white army outside what has since been renamed Denikengrad (ie Tsaritsyn) and an annoying group of S-Rs wandering around near Moscow.

My instinct is a+c are WAD in some way, b looks like a bug (& anyway I like blowing things up/buring them down in AGE games), d may just be a fluke of how our game developed?

advice would be most welcome though.

we are using the last beta patch before 1.06 was officially released.

Posted: Wed Nov 14, 2012 5:56 pm
by ERISS
Look in the RUS Updates pdf, you should find here many answers.

Posted: Wed Nov 14, 2012 10:22 pm
by jack54
Not sure about the others but I think B is as follows

Destruction of RailRoads is no longer automatic [was implemented November 2011]:
• A check is made of D100 <{less than} Stack Strength. +25 to stack strength if attribute “*pillage*” is applied to model
• Day of destruction is random. Not always day 1, so if you give a move command, the unit may move away before destruction occurs.

Posted: Thu Nov 15, 2012 3:31 am
by Metatron
a+c) requisition and conscription though special orders now really impact loyalty in regions, when loyalty gets to low you cannot make any more special orders execpt reforme or tchéka special orders, and recruitment in cities is impossible, if all your cities wich can produce artillerie (not all of them can) have a low level of loyalty you won't be able to build any.

b) jack54 explained it, same idea than in AACW, to reduce the impact of lone partisan units on railroad

d) verdun decisions got a little complicated, a look at update pdf helps ^^

“Close to city....” triggering events [for “Verdun” and “Move Capital”] now require:
• A garrison unit with 'Power' >=1 must exist in the 'target city'
• Enemy “Force Ratio” of at least 2:1 in the nearby regions [as defined in Areas.ini]
• Events are reset each turn to properly enable “Move Capital City” Options
• Player will receive notification each turn the threat is triggered
▪ Removed duplicated officers from “Purchase Leader” Options
• Southern Whites: P.E. Tillo
▪ “Verdun” options modified for RED, Southern Whies and Siberian Whites
• Starting Turn 2, player may 'purchase' the Verdun Option. This cost allows future construction of the 'Verdun' forces in the first [only
the first] critical region that is threatened.
• As soon as an enemy force fulfils the “Close to city...” test, the 'Verdun' force will appear there, and further such appearances will be
disabled for that Faction.
• If any Fort or Fortification [Redoubt, Fortified Position, etc] has already been built in the target region, the 'Verdun' result will not occur.
• Forces appear entrenched inside the Fortified Line. They are 'permanently' locked, but may be unlocked by the presence of a Friendly
Force of equal or greater “power”, or by combat.
• RED “Verdun” Cities are: Moscow, Petrograd, Tzaritsyn
• Southern White “Verdun”Cities are: Dzhankoi, Ekaterinodar, Tzaritsyn
• Siberian White “Verdun” Cities are: Omsk, Irkutsk

Posted: Thu Nov 15, 2012 8:53 am
by loki100
thanks for that, so in essence with the requisitions what you ideally need is a cycle of conscripts/money, then send in the Cheka to cheer everyone up, then you can replay the cards (oir build artillery).

while I agree this is what (on re-reading) the notes say, its just not clear what it means if you are not used to the game mechanics.

Still think something went wrong with the Verdun decision in our particular game, but that maybe that I played in the turn before I lost a battle in Tsaritsyn (so was driven out the province, even though I still hold the city)?

Posted: Thu Nov 15, 2012 4:56 pm
by Pat "Stonewall" Cleburne
loki100 wrote: then send in the Cheka to cheer everyone up


That's one way of putting it... :blink: