Gabriel B.
Posts: 501
Joined: 6/24/2013 Status: offline
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quote:
ORIGINAL: jmarzian This being a a huge elephant, and my work pulling hard, I tried to eat a small bite. It was excepetionally tough(to get the major victory) and very fun. But has led me to ask several questions. How far from the front should one keep airfields, should they be kept on rail lines or cities, if you move them can they fly the same turn? How do you compute the CV odds. I think I am attacking at 3 to 1, and turns out to be 1.2 to 1. Is there a feature to turn on to give you a rough estimate? I did not see it in the book. If you switch a unit so it is in range of an HQ at the end of the turn, does it suffer a penalty. Why do the armored and motorised spearheads seem to have no so much punch by turn 3, attacking accross a river with 3 and a cv of 30 plus against a cv 1 Para unit(noting the are elite form earlier forum reads) the defender will hold. I move my airfields only once on turn 2 to get them more in range, excpet for the several out of leadership range, they will get moved twice. Just aksing questions, if there are some threads or other reads to help answer these questions I will read them if you can direct me there. I played everything at 100 for both sides, and FOW on both sides just to get used to using it. I have played through Dlasvov66 extensive tutorial, and will prob go through it again before attacking a bigger scenario. Thanks in advance. How far from the front should one keep airfields, should they be kept on rail lines or cities, if you move them can they fly the same turn? The bomber airfields can remain on the railhead because they have a fairly large radius . fighters no more than 15 hexes behind the front , some missions would not be available but they can still fly in the same turn. How do you compute the CV odds. I think I am attacking at 3 to 1, and turns out to be 1.2 to 1. hasty atacks are done at half CV, also atacks acros rivers. If you switch a unit so it is in range of an HQ at the end of the turn, does it suffer a penalty. Turn 1 is the only turn that you can aford to let units out of command range. Why do the armored and motorised spearheads seem to have no so much punch by turn 3, attacking accross a river with 3 and a cv of 30 plus against a cv 1 Para unit(noting the are elite form earlier forum reads) the defender will hold. Fatigue and bad luck , the 30 cv gets halved for cross river atack, and halved once again for hasty . So 30 /4= 7.5 more than enough to beat a paratroper unit, but your leader might have failed his combat/morale checks and soviet leader made his . Was the paratroper unit entreched or in woods/swamp ?
< Message edited by Gabriel B. -- 4/9/2014 8:38:32 PM >
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