Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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quote:
ORIGINAL: Azorn01 This has all be very helpful. I feel I understand things better, thanks for all your answers. Time now for some new questions: 1. The 2 D 10 Land combat results chart is at the end of RAC, but is it anywhere else more convenient? I am surprised its not under help menu? 2. When my game is loaded and playing there is a chart in the top right that is labeled M V It seems to list regions/ areas and is clickable. I cant stand this thing, it over hangs the map in an annoying manner and I cant seem to get rid of it. I click it shut all the time and it just re appears. I move it to the other monitor and it keeps returning to over hang and cover part of the map. What can I do? Its driving me nuts. 3. I havent read much about oil, just some of the basics, but I am curious about where to put them on the map. Where should they go? For example, why not put them all into the deepest darkest part of your country? Or do they need to be in a port? Is there a range on them or something? 4. Can ships remain at sea and just keep moving. Ie a ship has 4 movement points and a range of 3. Can I move 3 from port, then later move it another 3 etc, and go around the world for example? Or is the range of 3 the range from port, before it needs to return to port. Hope that makes sense? 5. I am comfortable using ships to move troops. 2 things are giving me problems or confusion. First, amphibious invasion. I have read the rules on it, but I am still a little unclear on calculating everything involved. Are there any clear charts on this? What is a good way to learn amphibious invasion? Second, the global game begins. England loads 2 corps and ....while I can move them to sea, I cant seem to land them in France. The targeting reticle turns to an X. 6. Air transport. I havent given it much though yet, but the rules seem to explain how they move units, (havent gotten into it really) but I thought I saw something somewhere regarding 2 other things they can / might be able to do. a. keep a unit supplied and b. reorganize a unit? I might be confused, just thought I saw something regarding this. Quest is...can they do that sort of thing if so where are the rules for it? 7. Scrapping units, I am a little unclear on what to scrap and why even scrap anything. In various AARs people scrap or dont scrap a number / variety of things and I cant really figure out why? What does scrapping really do for me and how should I determine what to scrap? 8. Last one for today. "Call our the reserves" When war breaks out you are given the choice to call out the reserves Choose Yes or No. Why would you ever choose No? Thanks a bunch guys. Loven the help and game #7 Why to scrap: New units are selected randomly from the pool of available units. So if you are placing 3 infantry on the map and there are 10 available in the infantry pool, you get 3 random units from the pool of 10. If prior to the selection process (and this applies to building new units as well as the units you get at the start of the game) you scrap, say, 4 poorer units, then the 3 selected units are randomly drawn from the pool of 6 units - the 6 best of the original 10. But scrapped units never return to the game. So, the USSR has to consider carefully which infantry units to scrap, because they might want all the possible infantry units when Germany invades.
< Message edited by Shannon V. OKeets -- 11/13/2016 6:17:30 PM >
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Steve Perfection is an elusive goal.
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