Shark7
Posts: 7937
Joined: 7/24/2007 From: The Big Nowhere Status: offline
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quote:
ORIGINAL: Tallyman662 Land: 1) I assume you are playing the AI. The AI gets some movement bonuses when controlling a side so in this case the Jap AI has a "speed" advantage on you. Also, fatigue and disruption of your units impact the movement rate (fatigue predominantly) so the higher the fatigue the slower you will move. Cross country and road movement is significantly different as I am sure you could surmise. To expand on this a bit. Supply levels and supply lines are very important as to move speed and unit fatigue and disruption once they arrive. The march from base needs to be well supplied, and use the 'w' key (IIRC) to check the supply line from your unit back to friendly bases (Allied conctrolled hexes will have an A, Japanese a J, some will have both to show contested, and some will have none as nuetral). The more open paths you have from friendly bases to the marching units, the better. Supply levels that are in the red on the unit view means there is not enough supply. And units low on supply have poor morale, higher disruption and higher fatigue levels. Another avenue you can use to help with unit supplies is using transport planes to increase unit supply levels. This is not ideal, but can be used to supplement overland supply. You most likely cannot keep a unit at full supply via air transport, but it won't run completely out. quote:
5) HQs have some effect on combat but the support squads help with the units that do not have intrinsic support. Others can comment more on this. HQs will really help with morale, disruption and fatigue issues, improving each. In my experience, having a HQ unit in the same hex as your attacking forces gives you a slight bonus in the odds, but not anythign that will make up for poor units etc.
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Distant Worlds Fan 'When in doubt...attack!'
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