Russo-German War 41-44

Patch v1.5 Changes (from v1.4)

30 July 2002



1.  The Play by Turn optional phase sequence has been replaced

    by the following sequence.  The sequence can be used for

    either standard play or PBEM.  PBEM File transfers are shown.

    Note PBEM file transfers #5 and #6 can be skipped, if a trusted

    player performs the supply check without looking at the 

    opposing player's units.  Note #7 is necessary to ensure PBEM

    sequence is maintined if initiative changes.

    I = Player with initiative.  NI = Player without initiative.		 

    Turn Deployment (NI)

    Air Ops (NI)

    		PBEM File Transfer #1

    Turn Deployment (I)

    Air Ops (I)

    Ground Ops (I)

    1st Combat (I)

		PBEM File Transfer #2

    Ground Ops (NI)

    1st Combat (NI)

		PBEM File Transfer #3

    Exploit/React Move (I)

    2nd Combat (I)

 		PBEM File Transfer #4

    Exploit/React Move (NI)

    2nd Combat (NI)

 		PBEM File Transfer #5

    Turn Completion (I)

		PBEM File Transfer #6

    Turn Completion (NI)

		PBEM File Transfer #7



2.  Reserves stay allocated until the Turn Completion phase,

    where RGW returns the reserve to the HQ unit.  In previous

    RGW versions, reserves were returned at the end of the 

    1st Combat phase.  Air CAP is determined in the second

    Air Phase regardless of Phase sequence selection.  Also,

    enemy air units are not visible during Turn Deployment and

    Air Phases.



3.  The Tikhvin-Leningrad-Oranienbaum Supply rule now works 

    for all scenarios, if the Scenario Unique optional rule 

    is chosen.

  	

4.  The defense modifier for each unit in a city is now equal

    to the number of city points divided by two, then plus one. 

    

5.  The Hold Ground defense modifer now allocates double losses

    for the defenders as well as the attackers.



6.  The time delay for RGW to display valid hex detinations for 

    a unit move with MF of six is now less.  This speeds up 

    Strategic RR moves, AI plan and execution of Strategic RR 

    moves, and Supply checking during the Turn Completion Phase. 

    About one second for a 700 MHz PC.  "Your mileage will vary . . ".   



7.  A new CRT has been implemented.  The sum of two die rolls 

    are used in determining combat results.  Both die rolls are 

    displayed. The 3 characters shown are r = retreat, followed 

    by attacker losses, followed by defender losses.



	2	3	4	5	6	7	8	9	10	11	12

1-3	r11	-11	-20	-20	-20	-20	-30	-30	-30	-40	-40

1-2	r02	r12	-21	-21	-20	-20	-20	-20	-30	-30	-30

1-1	r02	r02	r12	-11	-11	-20	-20	-20	-20	-30	-30

2-1	r03	r03	r03	r12	r12	r11	-11	-20	-20	-20	-20

3-1	r04	r03	r03	r03	r12	r12	r12	r11	-21	-21	-20

4-1	r05	r04	r04	r03	r03	r02	r12	r12	r11	-21	-21

5-1	r06	r05	r05	r04	r03	r03	r02	r02	r12	r11	-21



8.  All cities are considered to be garrisoned with a unit based

    on the current control of the city.  This means that supply 

    tracing stops at these cities as if an enemy unit was present

    if the unit is in enemy control.



9.  The RR Conversion map segment boundaries and time periods have

    been changed:



    Zone	y coord	1-5	6-20	21-44	45-72	73-125	126-176

    Fin	0-9		3,2	3,2	2,2	2,2	2,2		2,4

    AGN	10-40		15,2	10,2	4,3	8,4	5,6		4,8	

    AGC	41-67		20,2	15,2	4,3	8,4	5,6		4,12

    AGS	68-99		20,2	20,2	4,3	8,4	5,8		4,12

    Black	100-135	8,2	8,2	4,3	12,4	5,8		4,15



    Also, The Status screen now displays the number of RR 

    conversions remaining under Limited Operations.  The 

    five numbers displayed correspond to the 5 Zones from 

    Finland to the Black Sea.



10. All units are set to normal defend mode at scenarios start if

    Advanced Combat option is not selected.



11. Naval Supply ops cause a temporary supply source hex to be

    setup, including supply trace and RR converted.  Trace and

    RR conversion are removed on the next supply check in the 

    Turn Completion phase.    



12. Fighter air units are now allowed to perform air interdiction ops.

    Previously, fighter air units could perform air interdiction, 

    but no supply losses would result due to the operation.



13. The MF of the supply truck can now be set to 4, 5 or 6.  The 

    higher the number, the longer supply checking will take during

    Turn Completion phase. Setting can be done using the Menu, 

    under Options/Supply Truck MF.  The default is 6.



14. Historical Replacements is now an option.  Choosing this option

    means the historical number of replacements will be available 

    regardless of the city point control currently in the scenario.

    Setting can be done using the Menu, under Options/Historical 

    Replacements.



15. The AI method has changed slightly. A message is displayed in

    the Status bar at the bottom of the screen (instead of a dialog box), 

    that informs the player that "Feldmarschall/Comrade General is

    planning".  The cursor is a wait hourglass.  When the AI has finished 

    planning, a message (instead of a dialog box) is displayed "Plan 

    Complete, Next Step".  During AI operations, keep pressing the AI 

    Next Step button, until RGW takes you to the Next Phase.  Pressing 

    the Next Phase before the AI plan has been fully executed results 

    in an error message.  RGW will take you to the Next Phase when the 

    plan has been executed.



16. The AI plans for Strategic RR moves up to the maximum divided by 2 

    for each ground phase, but no longer plans for more than the 

    maximum allowed.  This speeds up AI planning and execution, since 

    execution previously included moves past the maximum.



17. All combat losses incurred by the attacker during combat are 

    allocated, even if they cause elimination of the attacking unit.  

    Previously, attacker losses that caused the attacker to be 

    eliminated were ignored.



18. For attacks at less than 1-1 odds, the remainder can cause a shift

    to a lower odds, not to a higher one as previously done.  e.g. If 

    the die roll divided by 7 is less than the attacker remainder divided 

    by the attacker total, then the odds are rounded down by one. 

    (e.g. 1-2 odds become 1-3 odds). 



19. The AI plans and executes RR Conversions.



20. The bug responsible for replacements of about 1000 or 2000 in one turn

    has been found and fixed. 



21. The following hexes have been fixed in the terrain array:

    	59,51		53,81		53,82		83,96		89,50	

	62,46		61,49		62,33		63,33		60,43	

	94,24		105,72	107,59	151,132	23,110

	23,111	12,52		20,130	1,87		94,58		

	103,63	133,87	140,99	39,107



22. Once you have installed patch 1.5, it is necessary to download 

    all of the scenarios.  This is due to the terrain array fixes

    that affect initial supply conditions.  Also, several OOB changes

    have been corrected.  Scenario 1, 7, 8, 10, and 51 have changes. 	