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Help with O-Chit

 
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Help with O-Chit - 11/15/2013 1:10:10 PM   
shaddock

 

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I'm currently experimenting with the O-Chits, but having problems. 1st turn Barbarossa I've declared a land action with an O-Chit. I have a German 9-5 armor, 9-5 mech, and a 2-5 mech in Memel; a 2-5 art in 46,46; and Von Bock is the designated O-Chit HQ in 47,46. They are attacking a Soviet 7-3 inf in 45,46. I'm not using any air and there was no movement before declaring combat. With all this I get the odds of 23:7 = +6.571. Again there is no air, so I go to the combat resolution phase and the odds stay the same.

The problem is I get the same final odds results no matter if I use an O-Chit or not, no matter if I declare a land action or combined. What am I doing wrong? Could this be as the result of some of the optional rules I've chosen? I do have the game saved prior to deciding an action.

Edit: I forgot to say I expected the German attack factors to double using the O-chit during the 1st impulse.

< Message edited by shaddock -- 11/15/2013 2:26:21 PM >


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RE: Help with O-Chit - 11/15/2013 1:54:00 PM   
Joseignacio


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Are you sure you used the O-Chit to duplicate the value?

O chits have alternative uses and one of the most common on war declarations is to have two actions at the same time. Example: air+land.

Maybe what you spent the chit on is on that.

Else, it's a bug. It's not possible that the odds after duplicating are the same than not duplicating, and there are no rivers (in surprise impulse) that can alter this depending of the situation of the units...

(in reply to shaddock)
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RE: Help with O-Chit - 11/15/2013 2:00:52 PM   
Klydon


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I don't know the mechanics of how to do it in game, but there is a limit on the units who get the bonus from the HQ and they have to be designated. I have a feeling no designation has happen in this case.

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RE: Help with O-Chit - 11/15/2013 2:10:32 PM   
Zorachus99


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During the Attack designation phase or overrun right-click the unit you want to double, and you will see a pop-out option to use offensive points. After you have doubled a unit, you will note a special green dot on the counter, showing it's being doubled. Rinse and repeat for each unit you want to double.

Remember the unit must be in range of the HQ in motorized movement points equal to the reorganization value.

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RE: Help with O-Chit - 11/15/2013 2:53:55 PM   
shaddock

 

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Thank you Zorachus99 - the right click got it! Note to self: read the rules, read them thoroughly.

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RE: Help with O-Chit - 11/15/2013 5:47:32 PM   
captskillet


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A little advice from all you old pros. Decided to try Barbarossa with some of the optionals turned on. What do yall normally do with the offensive chit, use it for its intended purpose or save it to flip you HQ's back over. I'm thinking save it so I can re-org some of my air assests in pulse 1 and then get my HQ's back up to snuff for impulse #2.

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RE: Help with O-Chit - 11/16/2013 5:32:36 AM   
paulderynck


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I haven't played that scenario but if you have lots of aircraft in range of the Russians, I'd recommend doing a "Super-Combined" which gives unlimited land moves/attacks and air missions. Ground strike as many Russian units as possible and they will be out of supply after a couple impulses of advances and easy to mop up.

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RE: Help with O-Chit - 11/16/2013 2:43:46 PM   
Zorachus99


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From: Palo Alto, CA
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quote:

ORIGINAL: captskillet

A little advice from all you old pros. Decided to try Barbarossa with some of the optionals turned on. What do yall normally do with the offensive chit, use it for its intended purpose or save it to flip you HQ's back over. I'm thinking save it so I can re-org some of my air assests in pulse 1 and then get my HQ's back up to snuff for impulse #2.


Operational Art of Surprising the USSR According to Zorachus99

1) Successfully ground striking units you will not be able to attack on the first impulse.
2) Use bombers on the attack only as ground support, Russians are very weak in '41, so a possible +2 or guaranteed +2 (ground strike vs added to odds), makes a simple decision many new players make incorrectly. It also saves air missions.
3) Attack viciously to isolate the pockets of disorganized units (non-elite units defend at a value of 1 when disrupted and out of supply!).
4) During succeeding impulses digest your meal, and plan your next offensive.




_____________________________

Most men can survive adversity, the true test of a man's character is power. -Abraham Lincoln

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RE: Help with O-Chit - 11/16/2013 2:59:19 PM   
Klydon


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I had originally considered bringing up the question of the O-Chit for Barbarrosa in the War Room, but this will do since it is being discussed. I have been messing around with the scenario as I relearn the rules and also work on learning the interface, etc.

What to do with the O-chit is an important aspect of the scenario for the Germans. First, if you are playing with the "fast start" version, the best HQ is in the south, but where you want to make the deepest push is probably in the center and you have less than ideal HQ's up there. (One thing for sure when I start messing around for real in the campaign game and that is there will be more than 3 German HQ's to start the campaign and Von Leeb won't be one of them). Going with the land version has merit in that combined with some movement and ground strikes, it is going to allow you to run over some Russians to get the front moving. You also get extra reorganizations, but that will be tough to bring into play on that impulse.

One of the things I have been considering is to save the O-chit. The threat of it absolutely has an effect on what the Russians can and can't do defensively. Should the Germans burn their O-chit, the Russians can probably be more aggressive in throwing troops stacked up against the Germans, raising the risk of disorganization when the Germans do attack and making it harder on the Germans from the standpoint that their air is probably not up at the front to effectively help. The other issue with burning the O-chit early is it means at least 1 German HQ is at the border and stuck because it can't move. By not burning it, the German HQ's can advance (important in this scenario since there are only 3 German HQ's to work with). This helps with supply and gives the Germans more options when it comes to such things as HQ support, reorganization of troops at the front, etc. One note is the Germans must be careful with their HQ and air cover or they could risk the Russians trying a long range ground strike to disorganize the HQ anyway.

TLDR:

The threat of an O-Chit can sometimes accomplish more than the effects of what an O-Chit can do.

(in reply to Zorachus99)
Post #: 9
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