> Telegram from Dharma, (#3)  dated Sun Feb  7 17:56:14 1993
It said unit 13 was out of supply.  I lloaded both my inf2's
with shells, so that may be why you didn't get the message.
Another thing.  I attacked with my cavalry and inf2 #79, and 
lost nine to his 31.  He must have had a damn nice wall of corn
to hide behind.  200 to 31 odds, and he killed 9 of my troops?!?!
 
Any way, I lloaded them, so I don't think I will have a prob
next time (when it will be for "real") I use them.
 
B-|
 
 
test2 [32,512]% w
 
> Announcement from Love Rhino, (#9)  dated Sun Feb  7 18:34:36 1993
Though I have'nt fought a war (UrQuan doesn't count),
if anything the updates seem even more important. You
can plow 4 or 5 sectors deep into someones country,
depending on how they've distributed their land units,
just before the update and the get your mob back and do 
several more rows after the update.
 
> Announcement from Love Rhino, (#9)  dated Sun Feb  7 18:37:03 1993
Another observation I've made regarding the land units is
that it's suicide to not stack them together. Individual
units will get creamed unless you've carefully anticipated
everything and given appropriate orders to all your units.
It's just like ships, you would'nt expose a BB in the
open water unless you had a Destroyer and/or sub to
escort it. 
 
> Announcement from Love Rhino, (#9)  dated Sun Feb  7 18:40:25 1993
Orders are another feature that I've only played with a
bit. The main reason I have'nt really used them is
because it takes time to figure out what you want them
to do. With a few units the time factor isn't large, but imagine a
game in which you've got 40 or 50 units <yoiks!> Add
to this the orders you can give your ships and planes
and you're putting in hours.
 
 
test2 [32,512]% r
No telegrams for you at the moment...
You have two new announcements waiting ...
 
test2 [37,512]% w
 
> Announcement from beep, (#10)  dated Sun Feb  7 19:26:15 1993
one thing about the way this game is set up is the basically
full mobility/efficiency you get with each update; so you can blast
away just before the update and have fully mobile and repaired
units just after the update.  a regular game won't usually be
like that.  Maybe you should let units get their 1/2 effective
increase if they're not in a fort or h.q. sector likes planes do?
 
Also, it seems that units may be need to use more mobility in
marching/attacking.  I think if you move along roads you don't
use any mobility to speak of.  I'd also like to see them retreat
more intelligently.
 
> Announcement from beep, (#10)  dated Sun Feb  7 19:40:04 1993
you might also consider a stacking limit on the number of land
units per sector or per attack;  10 infantry divisions wouldn't
normally all plow through the same point in the enemy line
at once.  the way the units are set up right now, i think a
low tech blitzkreig is the way to go; these guys are just
too big and powerful.

1023 left: Hmm. What kind of retreat algorithm would you suggest? 
 968 left: 
 967 left: Also, what if units were half their present size?
 917 left: 
 916 left: Also,  the mob scale is adjustable, so you can limit
 863 left: the speed of units by adjusting that...
 823 left: 
 822 left: Tom


> Announcement from beep, (#10)  dated Sun Feb  7 20:57:38 1993
I would suggest letting them follow the retreat path you give them
in their orders.  that way the defender can tell his units to
retreat into a fort or hq if they're being pulverized by a bunch
of attacking units, rather than have them end up god knows where
while the attacker can make sure his units are in a hq or fort
for the update.
 
 
test2 [139,512]% anno
Enter telegram for everybody; end with ^D or .
1024 left: 
1023 left: Hmm.. OK.. But I don't want you to HAVE to
 980 left: give a retreat path.. I'll make it follow the
 934 left: path if there, otherwise do it as it does now...
 885 left: 
 884 left: Tom
 880 left: .

