Campaign - bridge repair
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How do bridge repair really works?
How Eng. units interact with bridges and how much time does it get?This is something I dont have understand, I’ve moved some ENG. units near a destroyed bridge and after 3 days it’s still 0% operational…
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After several days, I’m guessing no one knows the answer. Have you unchecked the Set by HQ for that battalion? Move the waypoint over the bridge and check what their status is. Best bet is to have the infrastructure slider all the way to the left at the beginning of the campaign. That way the AI doesn’t nuke all of your bridges and frag your campaign
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After several days, I’m guessing no one knows the answer. Have you unchecked the Set by HQ for that battalion? Move the waypoint over the bridge and check what their status is. Best bet is to have the infrastructure slider all the way to the left at the beginning of the campaign. That way the AI doesn’t nuke all of your bridges and frag your campaign
This is something I’ve done in other campaign but I was wondering how Eng units really works.
I’ve found this in another forum:I’ve recently encountered a point in a Korea 2005 Rolling Fire campaign where we had to repair a bridge going into P’yongyang in order to get our troops in there in a timely manner. Otherwise, our troops would have to make a wide loop to the east and then north of P’yongyang due to other bridges being destroyed. Then our troops would have to come down from the north to capture P’yongyang. We were short on airborne battalions (only had two) and the ones we had were exhausted and only partial strength. So we knew if we were to drop them into P’yongyang they would be destroyed most likely.
So I started testing the repair times on the different segment size bridges by the engineering battalions. Here was my test setup:
1. All engineering units approach the bridge from the same side (I found, as a side note, that you can decrease the time to repair a bridge by sending engineers at it from both sides as opposed to just sending the engineers all from one side). I felt the approach from one side, however, was more realistic of what would happen in a campaign.
2. I ran my tests in the tactical engagement editor because I had more control over the setup of each individual test. I can only assume that the behavior of the engineers and the repair of the bridges is the same in the campaign.
3. Using the TE editor I placed each bridge in a “destroyed” state, i.e., if it had 5 segments making up the bridge then all 5 segments were destroyed to start with. The TE editor does not allow a “finer” level of control. A bridge is either all the way “destroyed” or all the way “repaired”. Typically in a campaign this will usually not be the case so repair times will be shorter (as compared to my data) due to a lower number of segments on the bridge needing repair.
4. I placed each bridge in a state to initially belong to the U.S. Team. Engineering units also belonged to the U.S. team.
5. There was no enemy opposition (units) on the opposite side of the bridge from the engineers approach side. I found in my testing that if there are enemy units (especially enemy artillary/rocket units) on the opposite side to the friendly engineers then this enemy unit will engage the engineers. When engaged/opposed the time to capture and/or repair the bridge by the engineering units increased dramatically or repairs ceased all together.
6. All my tests were run at 64x time acceleration for reasons that will become obvious when looking at the resulting data.
7. I placed my engineering units next to the bridge and gave them orders to repair the bridge in the TE editor to exclude travel time from the nearest objective (i.e., town, city, depot, etc.).
8. I ran each test at least twice to verify my data was correct. Most tests I ran several times (3-4); these runs generated the range of values in the table due to variable repair times…
9. I ran all my tests in the Korean Theater. I couldn’t find any four (4) segment bridges in this theater, hence, the empty space in the data.
10. All times are rounded to the nearest half an hour but actually repairs to a segment occurred right around 50 minutes after the hour every time.
11. Just for the record, the bridges I tested on were: Unch’on (1 segment), Ullyul (2 segments), Hyesan (3 segments), H’an-gang (5 segments) and Kimpo (15 segments).
I dont know if its possible but , al least for the 1 segment bridge , those things could speed up the river crossing:
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This is something I’ve done in other campaign but I was wondering how Eng units really works.
I’ve found this in another forum:I dont know if its possible but , al least for the 1 segment bridge , those things could speed up the river crossing:
https://upload.wikimedia.org/wikipedia/commons/2/2e/M60A1_Armored_Vehicle_Landing_Bridge.jpgBuhhh I don’t think so… still you’ll have to wait for the river to come and pass underneath first… :lol:
//Arty runs and hides…
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Buhhh I don’t think so… still you’ll have to wait for the river to come and pass underneath first… :lol:
//Arty runs and hides…
Nailed it
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