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RE: New to the game - Basic Questions - 3/5/2017 5:42:29 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Azorn01

I appreciate all the answers they helped a great deal. I also clearly need to read again on supply. Before I do, quick question...I assumed that having conquered france (no vichy) that all my units in France would be in supply...clearly that is not the case. Anyone care to share a quick comment about this before I go delve into the manual more.

Thanks

Read/reread the picture and text tutorial on Supply. It covers all the basics, specifically the weather effects. The text was very carefully written. Each sentence explains a separate aspect of supply. And yes, it is a long tutorial. Sorry about that - but I didn't write these rules, I just coded them.

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RE: New to the game - Basic Questions - 3/5/2017 7:06:59 PM   
paulderynck


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The supply unit you built is likely a waste of BPs unless it and an HQ somehow get caught off from regular supply deep inside Russia at some point, or possibly a weather change puts a whole section of the front out of supply because some HQs are more than 2 from rail lines. A supply unit allows you to turn an HQ it is stacked with into a Primary supply source for the rest of a full turn.

But normally, the Axis would not build one for Russia. A drive through Syria to Iraq is a good place for them. Or at some point if you held Gibraltar and had an HQ there but got surrounded by the Allies as they come back, then you could last an extra turn, maybe, by expending it. Unfortunately it stacks as a Div though, so that would cut down on the number of combat units holding the fortress you are trying to create.

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RE: New to the game - Basic Questions - 3/5/2017 9:31:04 PM   
Courtenay


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Good places for a supply unit are for the Western Allies in Egypt, or in the invasion of France late war if there is a danger of the Axis cutting the Allied supply line to France. The Japanese would love to have one in China late war, but I have never been able to find the build points.

In other words, places that are dependent on overseas supply whose supply line is likely to be cut by enemy activity.

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RE: New to the game - Basic Questions - 3/6/2017 1:27:20 AM   
rkr1958


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2D10 CRT, city modifiers.

"Printed factory in hex being attacked -1". Is that -1 for each printed factory in a city hex or -1 if there's any printed factory in a city hex (i.e., -1 regardless if there's 1, 2 or 3 printed factories)?

< Message edited by rkr1958 -- 3/6/2017 1:35:06 AM >


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RE: New to the game - Basic Questions - 3/6/2017 8:09:14 AM   
Joseignacio


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quote:

ORIGINAL: AllenK


quote:

ORIGINAL: Azorn01

2 Questions regarding a global war with all optional rules being used:

First is for the picture. Its Mar/ Ar 1942, the weather is I believe snow...why are my german ship seen in the picture out of supply? I thought I was going to send them out soon, but I looked and they are out of supply. I feel this reminds me yet again I dont really understand supply.


Second. My son is Allies. America is in the war. He is having a hard and slow time moving units across the pacifc and atlantic. Are there any recommendations for this? Any good strategies for this long distance movement?

Thanks




The ships need a HQ unit in range (about 3 hexes in snow) to act as the secondary supply source that then traces a railway path back to Paris and then Berlin.

To move across the oceans the US and CW need transports. If they haven't built enough and/or have taken losses, then it will be a slow process. The US Pacific War was a slow island hopping campaign as islands were captured, built up as forward bases and then used as the springboard for the next leap forward.


2 To move across the ocean... what AllenK said is true but I guess you can do with MWIF whay you can do with WIF if the distances have been transposed correctly. You may rebase the planes 3 times as much as it's normal movement reach, provided there are no enemy units (except subs) in the seas crossed. Besides, if you want to rebase bombers, some of them have extended range capabilities (if they used them in combat they would have half their attack power), in this case they can move up to 6 times their range.

This alone is not enough to reach UK or Northern Africa, but Greenland and Iceland may serve as intermediate stops provided the USA can land there at that moment. Or you could declare war to Portugal and occupy Azores islands, which is good too for NAV base.

Unfortunately for shorter range bombers and for fighters till when the game is rather advanced they need to be shipped as AllenK mentioned.


< Message edited by Joseignacio -- 3/6/2017 11:16:23 AM >

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RE: New to the game - Basic Questions - 3/6/2017 8:13:51 AM   
Joseignacio


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quote:

ORIGINAL: AllenK


quote:

ORIGINAL: Azorn01

Next 2 questions. First is for the picture.

1. I am Germany. I am at war with Russia. My invasion is mediocre and that is fine, we are still learning. What is not fine, and is confusing are my minor allies seen in the picture. rumania, hungaria, bulgaria. Maybe its me, but they dont seem to be able to do anything. I really cant get them to leave their country. Do they get HQs? If not can germany hqs supply them? heck I have hangarian units that are out of supply just by moving to their border edge, let alone leaving their country. How are they supposed to be used? How are they supplied? What am I doing wrong with them?

2. I built one supply point as germany to experiment with. Seen on picture. I have read the rules for it but am not feeling really sure I get how they are used. Can someone provide some clarification please?

3. The allies have the means to move troops to murmansk and land them..ie British. Can they do this like the BEF in France? If so do they need to work like the foreign troop commitment thing for france? ie have a HQ and that determines units he can bring up there? He is thinking of trying to land a british corp in murmansk and we both scratch our head regarding this. Can he do it? If so does it need HQ? If so how is it supplied?





1. What you can bring out in the way of minor country units depends on how you played the various options when/if the USSR claimed Bessarabia. Some will be full allies meaning all units can come out. Others will be friendly but can only send half of their units abroad. Some get HQ's you can build. On the German and Italian production screens there will be an option in include minor country units. Units in their own country can go OOS if out of range of a city or HQ than can trace a supply path back to a city. They can be supplied by other Axis HQ's.

2. If spent, a supply unit allows a HQ to act as a primary supply source for the remainder of the turn. Other units can draw supply from it and the HQ does not need to trace a supply path back to a normal primary source.

3. As far as I can tell, CW going to USSR would be the same as BEF in France. It would need an HQ and the HQ would set the number of other units that could be brought. To keep in supply there would need to be a convoy chain back to the UK.


1 No. All of them will only let you take out from the country half + 1 units regardless of how they came to the axis they all have the same commitment; maybe you are mixing up with Politics in Flames or other expansions...

3 Yes, the same situation as in France.

< Message edited by Joseignacio -- 3/6/2017 8:14:28 AM >

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RE: New to the game - Basic Questions - 3/6/2017 8:22:46 AM   
Joseignacio


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quote:

ORIGINAL: paulderynck

The supply unit you built is likely a waste of BPs unless it and an HQ somehow get caught off from regular supply deep inside Russia at some point, or possibly a weather change puts a whole section of the front out of supply because some HQs are more than 2 from rail lines. A supply unit allows you to turn an HQ it is stacked with into a Primary supply source for the rest of a full turn.

But normally, the Axis would not build one for Russia. A drive through Syria to Iraq is a good place for them. Or at some point if you held Gibraltar and had an HQ there but got surrounded by the Allies as they come back, then you could last an extra turn, maybe, by expending it. Unfortunately it stacks as a Div though, so that would cut down on the number of combat units holding the fortress you are trying to create.


Very true. I have never bought one, but when I saw Azorn post I thought it might be worth to have it with the most exposed units when the USSR pushes back the germans, sometimes you get pockets that became almost defenseless, disorganized and oos as they get, but if an HQ had became a primary supply source that could stall the USSR advance, and one more turn has no price in WIF.

< Message edited by Joseignacio -- 3/6/2017 11:18:41 AM >

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RE: New to the game - Basic Questions - 3/6/2017 8:23:19 AM   
Joseignacio


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quote:

"Printed factory in hex being attacked -1". Is that -1 for each printed factory in a city hex or -1 if there's any printed factory in a city hex (i.e., -1 regardless if there's 1, 2 or 3 printed factories)?


-1 per each factory.

Even if you railed the factories to another city, the bunkers remain and the modifier is still -1 per factory that was there.


< Message edited by Joseignacio -- 3/6/2017 11:15:44 AM >

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RE: New to the game - Basic Questions - 3/6/2017 1:37:23 PM   
Centuur


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quote:

ORIGINAL: Joseignacio

quote:

ORIGINAL: AllenK


quote:

ORIGINAL: Azorn01

Next 2 questions. First is for the picture.

1. I am Germany. I am at war with Russia. My invasion is mediocre and that is fine, we are still learning. What is not fine, and is confusing are my minor allies seen in the picture. rumania, hungaria, bulgaria. Maybe its me, but they dont seem to be able to do anything. I really cant get them to leave their country. Do they get HQs? If not can germany hqs supply them? heck I have hangarian units that are out of supply just by moving to their border edge, let alone leaving their country. How are they supposed to be used? How are they supplied? What am I doing wrong with them?

2. I built one supply point as germany to experiment with. Seen on picture. I have read the rules for it but am not feeling really sure I get how they are used. Can someone provide some clarification please?

3. The allies have the means to move troops to murmansk and land them..ie British. Can they do this like the BEF in France? If so do they need to work like the foreign troop commitment thing for france? ie have a HQ and that determines units he can bring up there? He is thinking of trying to land a british corp in murmansk and we both scratch our head regarding this. Can he do it? If so does it need HQ? If so how is it supplied?





1. What you can bring out in the way of minor country units depends on how you played the various options when/if the USSR claimed Bessarabia. Some will be full allies meaning all units can come out. Others will be friendly but can only send half of their units abroad. Some get HQ's you can build. On the German and Italian production screens there will be an option in include minor country units. Units in their own country can go OOS if out of range of a city or HQ than can trace a supply path back to a city. They can be supplied by other Axis HQ's.

2. If spent, a supply unit allows a HQ to act as a primary supply source for the remainder of the turn. Other units can draw supply from it and the HQ does not need to trace a supply path back to a normal primary source.

3. As far as I can tell, CW going to USSR would be the same as BEF in France. It would need an HQ and the HQ would set the number of other units that could be brought. To keep in supply there would need to be a convoy chain back to the UK.


1 No. All of them will only let you take out from the country half + 1 units regardless of how they came to the axis they all have the same commitment; maybe you are mixing up with Politics in Flames or other expansions...

3 Yes, the same situation as in France.


On 1: Rumania can become a full Germany ally, depending on how the Bessarabia option is played by Germany.

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RE: New to the game - Basic Questions - 3/6/2017 1:54:53 PM   
Joseignacio


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F*ck, so AllenK was right! I never saw this done, didn't remember it could be done, in fact. It is an exception to the rule and only in the case of Romania.

Well, anyway the rest of the romanian units are the ones you were going to leave behind anyway, and that is really bad considering that the ROM armies are really weak in statistics.

And, you can never take more that 1 HUN unit out of Hungary; that if you can align, which could be you can't

And you can never align Bulgaria. I believe the URSS can.

That's why it does not pay.

< Message edited by Joseignacio -- 3/6/2017 1:55:52 PM >

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RE: New to the game - Basic Questions - 3/6/2017 4:36:55 PM   
paulderynck


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Yeah that is the down side of denying their claims. But I've seen Germany DoW Hungary and Bulgaria after denying their claims. And that can lead to aligning Yugoslavia which makes up for losing those two. They have to DoW Bulgaria right away so the USSR can't align it.

< Message edited by paulderynck -- 3/6/2017 11:47:01 PM >


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RE: New to the game - Basic Questions - 3/6/2017 11:12:36 PM   
Courtenay


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redundant post. Deleted.

< Message edited by Courtenay -- 3/6/2017 11:13:23 PM >


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RE: New to the game - Basic Questions - 3/7/2017 8:20:21 AM   
Joseignacio


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quote:

ORIGINAL: paulderynck

Yeah that is the down side of denying their claims. But I've seen Germany DoW Hungary and Bulgaria after denying their claims. And that can lead to aligning Yugoslavia which makes up for losing those two. They have to DoW Bulgaria right away so the USSR can't align it.


Wow, that would be extra nice. You only "lose" the factory in Hungary in case it's not blue, and in exchange for the Hungarians and Bulgarians you get the extra Romanians (for what they may be worth) AND the Yugoslavians, which are better and more unnits, plus the 2 YU factories; and in a rugged land, with easy defense agaisnt invasions, which they could garrison easily, instead of using GE/GE Minors or IT units PLUS you don't have the dreaded YU partisans even if you don't reach the garrison number, because they would be allies.

BU has no resources or factories so it doesn't matter, it's not in any front you need to defend,..., and HU is very close to GE so it is even less exposed and the resource can be taken easily.

< Message edited by Joseignacio -- 3/7/2017 8:59:49 AM >

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RE: New to the game - Basic Questions - 3/7/2017 7:38:46 PM   
IBender

 

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Two quick questions.

1. AA guns. Can they target only planes that attack the hex they are in? Or do they have range? If range, what is range?

2. Assume a ME 109 fighter with a range of 3 and all rules being used + excellent weather. What is the range of intercept. Assume British bomber is attacking german city, how far can that me 109 fly to intercept?

Thanks guys

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RE: New to the game - Basic Questions - 3/7/2017 7:58:55 PM   
Courtenay


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quote:

ORIGINAL: Azorn01

Two quick questions.

1. AA guns. Can they target only planes that attack the hex they are in? Or do they have range? If range, what is range?

2. Assume a ME 109 fighter with a range of 3 and all rules being used + excellent weather. What is the range of intercept. Assume British bomber is attacking german city, how far can that me 109 fly to intercept?

Thanks guys

1. AA guns may fire into their hex and any adjacent hexes.

2. Interception range is half normal range. Thus the Me-109 would have an interception range of 1.5, which rounds up to 2.

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RE: New to the game - Basic Questions - 3/7/2017 8:50:30 PM   
IBender

 

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Thank you

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RE: New to the game - Basic Questions - 3/8/2017 4:10:27 AM   
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Note that AA guns can split their fire among targets in more than one adjacent hex (and their own hex) as per the rule about them.

< Message edited by paulderynck -- 3/8/2017 4:11:07 AM >


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RE: New to the game - Basic Questions - 3/8/2017 8:02:31 AM   
Joseignacio


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Up to 4 hexes:

quote:

Anti-aircraft units
Face-up in-supply anti-aircraft units can shoot at enemy aircraft flying a mission to the AA unit’s hex or to any adjacent hex (this represents the AA units being spread over a wider area).
Each AA unit can fire up to 4 times a step. It can fire 4 times at one hex, three times at one hex and once at another, etc. If you fire twice at one hex, double the unit’s AA value. If you fire 3 times at a hex, triple the unit’s AA value. If you fire 4 times at a hex, quadruple the unit’s AA value. You can add several AA units’ values together.


Interception, BTW, doesn't depend on weather except that, of course, any mission except rebases are prohibited in storm or blizzard.

Also, check the colour of the AA, it has some relevance when fighting arm and mech, but I remember being told they have a different performance when ... facing four-engine bombers? I couldn't find the paragraph to support this but maybe someone knows.


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RE: New to the game - Basic Questions - 3/8/2017 12:48:29 PM   
Orm


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quote:

ORIGINAL: Joseignacio

, but I remember being told they have a different performance when ... facing four-engine bombers? I couldn't find the paragraph to support this but maybe someone knows.




Cut from RAC: 22.4.2 Artillery
....
Anti-aircraft units
....
Halve the AA factors fired by light AA units at a hex containing only LND that took 4 or more turns to produce.

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RE: New to the game - Basic Questions - 3/8/2017 1:53:33 PM   
Joseignacio


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Sh*t!

It was in the same rule I qouted:

quote:

...If you fire 4 times at a hex, quadruple the unit’s AA value. You can add several AA units’ values together.
Example: Your 3-factor AA unit fires twice at one hex and twice at another. Your 1-factor unit fires once at the first hex and three times at the second. Therefore, you fire 7 AA factors at the first hex and 9 at the second.
Halve the AA factors fired by light AA units at a hex containing only LND that took 4 or more turns to produce.


I checked the whole RAW searching for "pink" AA the way he calls it all the time, however, here he uses "light" AA (only once in the RAW), that's why I couldn't find it.

< Message edited by Joseignacio -- 3/8/2017 2:04:47 PM >

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RE: New to the game - Basic Questions - 3/8/2017 4:17:43 PM   
IBender

 

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By the way, whomeever mentioned going back through the supply tutorial in the game was totally right. Brilliant move, it helped me a great deal. Means more now having played the game a bit than it did before.

thanks

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RE: New to the game - Basic Questions - 3/8/2017 5:10:56 PM   
IBender

 

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4 questions:

1. Supply. Germans have Zhukov + 2 5-3 non elite infantry completely surrounding, russians in clear terrain, weather is fine. Russians are out of supply and disrupted. Am I correct that their combat value when I attack them is only 3, instead of 18? (8 + 5 + 5)

2. Same scenario above except this time Zhukov + 2 5-3 non elite infantry are in a city. out of supply + disrupted. What is their combat value when I attack them?

3. End of turns you get a window that asks if you want to destroy factories that I control. Why would I destroy them?

4. End of turn, during production, it looks to me that one of the things you can do is build a factory. Is this correct? Can I build a factory, thus increasing my production assuming I have resources for this? Also if this is correct why wouldnt I build a factory?

Thanks a bunch.

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RE: New to the game - Basic Questions - 3/8/2017 5:45:50 PM   
Mayhemizer_slith


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1) Out of supply (OOS) and disorganized = white printed units have combat factor 3 and others have 1. Zhukov is white printer, so their total combat factor is 3+1+1=5.

2) Also 5 if they are OOS. If city is in USSR home country, they are always in supply in their own city. Then their combat factors are not decreased.

3) You can destroy captured blue factories. You can't use them, but enemy has to repair them if they capture the city back. Always destroy them.

4) You can build factories to increase production. I never seem to have enough BP's to do that, there is always something more important to build...

< Message edited by Mayhemizer -- 3/8/2017 5:46:29 PM >

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RE: New to the game - Basic Questions - 3/8/2017 6:08:20 PM   
Courtenay


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quote:

ORIGINAL: Joseignacio



Sh*t!

It was in the same rule I qouted:

quote:

...If you fire 4 times at a hex, quadruple the unit’s AA value. You can add several AA units’ values together.
Example: Your 3-factor AA unit fires twice at one hex and twice at another. Your 1-factor unit fires once at the first hex and three times at the second. Therefore, you fire 7 AA factors at the first hex and 9 at the second.
Halve the AA factors fired by light AA units at a hex containing only LND that took 4 or more turns to produce.


I checked the whole RAW searching for "pink" AA the way he calls it all the time, however, here he uses "light" AA (only once in the RAW), that's why I couldn't find it.

Pink AA and Light AA are not the same thing. Pink means combat value is circled in pink, and affects how the unit fights against armored units on the ground. Light and Heavy refer to the unit symbol (open or filled stylized A), and affect how unit shoots air units. Whether an AA unit is heavy or light does not determine whether is is pink, red, or uncolored, nor does its color determine whether it is heavy or light.

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RE: New to the game - Basic Questions - 3/8/2017 10:55:00 PM   
paulderynck


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quote:

ORIGINAL: Azorn01

4 questions:

1. Supply. Germans have Zhukov + 2 5-3 non elite infantry completely surrounding, russians in clear terrain, weather is fine. Russians are out of supply and disrupted. Am I correct that their combat value when I attack them is only 3, instead of 18? (8 + 5 + 5)

2. Same scenario above except this time Zhukov + 2 5-3 non elite infantry are in a city. out of supply + disrupted. What is their combat value when I attack them?

3. End of turns you get a window that asks if you want to destroy factories that I control. Why would I destroy them?

4. End of turn, during production, it looks to me that one of the things you can do is build a factory. Is this correct? Can I build a factory, thus increasing my production assuming I have resources for this? Also if this is correct why wouldnt I build a factory?

Thanks a bunch.


Not sure how all three would be stacked together here?

There's also an ability to do "Emergency Supply" with a non-disrupted HQ, wherein it can supply as many units as its re-org factor (but not itself or other HQs) but then it is disrupted.

< Message edited by paulderynck -- 3/8/2017 10:56:20 PM >


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RE: New to the game - Basic Questions - 3/9/2017 7:11:46 AM   
Joseignacio


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quote:

ORIGINAL: paulderynck

quote:

ORIGINAL: Azorn01

4 questions:

1. Supply. Germans have Zhukov + 2 5-3 non elite infantry completely surrounding, russians in clear terrain, weather is fine. Russians are out of supply and disrupted. Am I correct that their combat value when I attack them is only 3, instead of 18? (8 + 5 + 5)

2. Same scenario above except this time Zhukov + 2 5-3 non elite infantry are in a city. out of supply + disrupted. What is their combat value when I attack them?

3. End of turns you get a window that asks if you want to destroy factories that I control. Why would I destroy them?

4. End of turn, during production, it looks to me that one of the things you can do is build a factory. Is this correct? Can I build a factory, thus increasing my production assuming I have resources for this? Also if this is correct why wouldnt I build a factory?

Thanks a bunch.


Not sure how all three would be stacked together here?

There's also an ability to do "Emergency Supply" with a non-disrupted HQ, wherein it can supply as many units as its re-org factor (but not itself or other HQs) but then it is disrupted.



It's impossible except in case of a bug, as you know.


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RE: New to the game - Basic Questions - 3/9/2017 11:48:54 PM   
paulderynck


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Yes, either a bug in the game or a bug in the question.

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RE: New to the game - Basic Questions - 3/11/2017 10:00:19 PM   
IBender

 

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Question Global War. As Japan. I have 5 convoys in the Japanese Coast. I am at war with America. My issue is that I no longer need those 5 convoy points in that sea zone because the trade no longer exits. Yet, I cannot seem to move my convoy points as they are disorganized. Infact all my cp seem to be disorganized and I dont know why. Why are they disorganized and how do I move them to where I need them?

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RE: New to the game - Basic Questions - 3/11/2017 10:22:00 PM   
Orm


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It is unlikely that they are disorganized at sea. If they are then it might be a bug.

However, I suspect that they are on 'sentry' status. Convoy points are automatically put as 'sentry' when they are moved to sea. This so that they automatically will stay at sea at return to base.

To remove the sentry status right click on the convoy point during the Japanese naval movement step. Then unmark the sentry line. And the convoy should then be available for naval movement, or return to base, if there is naval movement actions remaining.

_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to IBender)
Post #: 899
RE: New to the game - Basic Questions - 3/12/2017 4:16:45 PM   
davidachamberlain

 

Posts: 326
Joined: 1/21/2014
Status: offline

quote:

ORIGINAL: Azorn01

Question Global War. As Japan. I have 5 convoys in the Japanese Coast. I am at war with America. My issue is that I no longer need those 5 convoy points in that sea zone because the trade no longer exits. Yet, I cannot seem to move my convoy points as they are disorganized. Infact all my cp seem to be disorganized and I dont know why. Why are they disorganized and how do I move them to where I need them?

Orm is right. You will need to update the Convoys status. You can either do that during the Stay at Sea phase or reset the sentry status and use a Naval action to return to base.

Dave

(in reply to IBender)
Post #: 900
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