Factory Targets
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Hello again, another question I had was about the supply system in BMS. I was reading an earlier post on this forum on another thread, also in the Super Pak 3 Manual that factories and other industrial targets actually replace destroyed units such as SAM radars and Battalion units. Does this still hold true in the 4.33.1 version of BMS ?? If so I will start bombing/destroying these targets.
I’ve never really taken them on before because I thought if I took out the enemy’s ground forces and my friendly ground forces capture the campaign objectives they’d win. But if I can halt reinforcements/replacements then that just opens up the door for more immersion and somewhat actual reality of a war.
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Lol.
Why you think falcon has the best whole package of war sims?Sent from TapaTalk
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Well is the supply system implemented in that way ?? That’s all I’m really asking.
As far as your question goes, its the closest thing we have to a full scale war. What about the army bases ?
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Yes supply system is integrated in the calculations, also army bases. Basically everything has some effect, some more some less.
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@7Banger:
Hello again, another question I had was about the supply system in BMS. I was reading an earlier post on this forum on another thread, also in the Super Pak 3 Manual that factories and other industrial targets actually replace destroyed units such as SAM radars and Battalion units. Does this still hold true in the 4.33.1 version of BMS ?? If so I will start bombing/destroying these targets.
I’ve never really taken them on before because I thought if I took out the enemy’s ground forces and my friendly ground forces capture the campaign objectives they’d win. But if I can halt reinforcements/replacements then that just opens up the door for more immersion and somewhat actual reality of a war.
Long time ago I tested the effect by destroyig all of them and also made insta deytroy to make them destroyed by Tacedit. (Edited the campaign manually.)
Sadly all existing campaigns supply has no effect at all in campaings.As I know so far only A.S made campaigns for FO where supply and initative had functions but he created from scratch the campaings.
One more thing. Falcon 4 never had a RL war sim. The resupply and everyting should be treated as a paralell runned RTS game which provides the random tactical environment. In RL large scale conv. conflicts you have to use what you have at 0 hour of the conflits, this is not WWI or WWII…Sq. can get resupply even they have 0 AC they never can be destroyed. So far I have never seen resupllied any battalions. It would be great if in future version GU also could be resupplied, but problem (?) is in case you kill the last vehice in a battalion it is deleted from campaign.
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Long time ago I tested the effect by destroyig all of them and also made insta deytroy to make them destroyed by Tacedit. (Edited the campaign manually.)
Sadly all existing campaigns supply has no effect at all in campaings.As I know so far only A.S made campaigns for FO where supply and initative had functions but he created from scratch the campaings.
One more thing. Falcon 4 never had a RL war sim. The resupply and everyting should be treated as a paralell runned RTS game which provides the random tactical environment. In RL large scale conv. conflicts you have to use what you have at 0 hour of the conflits, this is not WWI or WWII…Sq. can get resupply even they have 0 AC they never can be destroyed. So far I have never seen resupllied any battalions. It would be great if in future version GU also could be resupplied, but problem (?) is in case you kill the last vehicle in a battalion it is deleted from campaign.
how can you excpect to resuply something that is destroyed thus not there? or i understood it wrongly?
also as u say wou mean if a sqdrn of vehicles gets destroyed totally its never regenerated… like i create xx vehicles and i re establish the destroyed - deleted sqdr? -
destroyed battalions don’t get regenerated but that’s hardly a problem with the scale of the DPRK’s OOB. as far as i know battalions do spawn in on certain days. whether this is the work of the war materiel system who knows; a bunch of chinese modelled battalions will spawn as china’s about to enter the war, for instance equipped with type 85IIIs, tons of chinese MANPADS, and sometimes you will catch glimpses of SA-15 equipped HQ battalions (in rolling fire, not sure about the others)
the whole thing is shrouded in mystery of course since there’s no real feedback in game. the devs may know how functional it all is, though it could be true that no one has touched that particular subsystem in literal years.
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how can you excpect to resuply something that is destroyed thus not there? or i understood it wrongly?
also as u say wou mean if a sqdrn of vehicles gets destroyed totally its never regenerated… like i create xx vehicles and i re establish the destroyed - deleted sqdr?So in this case why is not destroyed a sq. when reached 0 airplane?
This modeling differnce hs a huge impact on campaign. Of coruse would be insane to model sq. this way. Maybe my words were not too accurate.There main point of my comment was giving resupply capabiltiy to GUs.
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combat and air defense units are resupplied in campaigns unless they are completely destroyed. Down to the last man. Then intel states they “surrendered”. Destroying a flap lid shuts down the sam site but it will be resupplied with a new one often within 24 hours.
Runways are typically repaired in about 2-3 hours during campaigns though some stay idle. So unless completely destroyed everything will get resupplied. -
combat and air defense units are resupplied in campaigns unless they are completely destroyed. Down to the last man. Then intel states they “surrendered”. Destroying a flap lid shuts down the sam site but it will be resupplied with a new one often within 24 hours.
Runways are typically repaired in about 2-3 hours during campaigns though some stay idle. So unless completely destroyed everything will get resupplied.Are you sure ?? I mean I don’t want to destroy industrial targets if they don’t impact GU by resupplying and replacement of vehicles. And is it the industrial targets that allow GU for resupply and replacement in the first place ?? Do depots and army bases rearm and resupply and replace infantry units ?
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Well the actual thing is that only a few know how exactly does it work.
Sure in the past I recall epic posts and flame wars on the subject and logic and what needs to be changed…Many were needle in the sand… Many had strong points… Sure it’s an old part of the code and many can be done or change, but still better than anything else.
Sent from TapaTalk -
Also when I said full scale war I meant fighting it in its full functionality. Not just being limited to OCA SEAD INTERDICTION. I mean to be able to destroy production targets and it have an effect on replacement of ground units seems like if they’re destroyed they can’t make replacements like IRL.
If that’s how it is in BMS. I wouldn’t know because no answer to the above post.
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my advice is if you want to win the campaign:
since the campaign is won by the seizure of territory, and not by the degradation of the DPRK army/navy/AF (except as a means to an end; that is, capture of territory)
your objective should be the destruction of as many frontline combat units as possible, to secure the easiest advance for friendly ground forces. the only thing you should attack is either enemy ground forces, or things that obstruct the attack of aforementioned ground forces, such as airfields, aircraft, SAMs and triple A.
the problem is one of scale. even if the enemy reinforces, and they likely do to some degree, you’d have to knock out 100 factories to make a difference, and unless you have your own air wing of 30 pilots and 15 campaign days to burn the entire DPRK war materiel to the ground, there’s no real strategic reason to specifically target war production.
this may NOT be true in other theaters. i know balkans for instance has 30(!) day campaigns where attacking war production early on might make an actual difference.
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So industrial targets are pretty much taking up space ? If that’s the case why are they even in the sim ? If they do nothing there is no need for them to be there am I right ?
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literally no one is saying that
we’re saying “in 7 days (the approximate length of the korean campaign) there is no reason to attack war production because of the enormous air tasking requirement and because a week is not nearly enough time for the destruction of said production to actually matter”
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Don’t forget Rolling Fire KTO campaign also has a 30 day limit (Source: BMS Manual p210).
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is that actually true? the longest i’ve got to was day 10.
if that’s the case that’s new in 4.33, i’ve played probably 6-7 campaigns to completion and for me it always ended either at day 7~ (in the case of victory) or day 9-10 (in the case both sides were too dug in, tired or out of ammunition to continue fighting)
well, when i get there this time (first 4.33 campaign) i’ll let everyone know.
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huh. the 4.32 BMS manual doesn’t even have a page 210 so…
that might be new, in which case: neat.
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Okay do industrial targets replace ground units ?? Do army bases replace infantry ? I understand short day conflicts you see no difference but I would like to know if production targets/army bases replace vehicles, Sam units/replace soldiers. Because the 30 day campaigns are the ones I’ll play just to make supply relevant to both sides of the war effort.
I want to see effects on the battlefield that I can be sure will affect the war. Because if said production targets or army bases don’t do have a factor in replacement of units, I see no point in them even being in the sim, let alone being destroyed.
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units are replaced, factories generate war materiel
it’s impossible to say that the two are connected but it’s reasonable to assume that they are
but you know, it’s quantum. unobservable baby. if you want to know for sure you’d have to look at the code or have one of the demi-gods that do tell you.
and i’m not one of those.