HMSWarspite
Posts: 1401
Joined: 4/13/2002 From: Bristol, UK Status: offline
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ORIGINAL: historysteve Got a new set of questions for this thread as I think I'm starting to really "get" the game and you've all been so helpful so far... 1. Is there an "optimum" loadout for support units? The living PG says to always try and assign at least an engineer and a tank group to your divisions, and HarryBanana says AA units don't do much as the allies. Any suggestions here? Am I doing a disservice if I assign multiple tank battalions to a single division, or any armored support units to an armored division? What about assigning engineers or other support to HQs? Do support units for HQs do anything if they aren't artillery? I don't think there is a true single optimum that suits for all purposes. A good general purpose set up is an engineer and a tank (or other AFV) for Infantry units. The 3rd can vary depending on exact mission - mountain infantry for mountain combat, artillery for siege, additional infantry unit or a Funny for invasions maybe. AT if you like. For Mobile divs I often attach recce, SP art or additional infantry as they don't need more tanks. The exception is specialist armour (especially for Germans - add heavy tanks) quote:
2. On the topic of support units, when is it useful to combine and uncombine them from HQs? Is the only reason to deploy, say, a commando regiment, to help out with an amphibious assault? Are there any times when you send out a tank destroyer support unit or one of those (Sep) US infantry regiments on their own to fill gaps in your line or the like? I don't think it is magic. It is a straight choice between additional combat strength in a division vs more (but weaker) units. So Invasions is a no brainer as you don't want to waste an invasion slot on a brigade/Rgt - put it in a division. (The exception is to occupy an abandoned island/port - a regt builds up PP much faster and don't waste strength on an empty port). Sometimes (like the breakout from the beachhead) you need more units- protect an open flank. In which case break out the regts and away you go (rather than, or in addition to splitting your divisions)... quote:
3. I eventually made it up to August of '44 in my latest game before starting over. I began hemorrhaging victory points in January of '44, even though I was hitting VW sites fairly regularly (and I stopped hitting UBoat sites at this point which was possibly a mistake?). This got especially bad after I invaded France and I was losing 20-30 VPs per turn, mostly on troop losses, eventually bringing me from around 100 VP to -50, at which point I decided to restart and try again. First off, is this a normal amount to lose per turn when trying to invade Northern Europe? I imagine not, so the second part to my question is: what is a "good" amount of attacks to run per turn? I think my problem here was I was attacking all along the front in France every turn, anywhere I could possibly find a weak point or even just whittle down deeply entrenched German units. Is this strategy just not feasible? If not, what's a better approach? I was torn between wanting to speedily get to Paris (esp. since I had opted for a Brittany invasion in May) and not wanting to decimate my divisions. Uboat sites don't score in 1044 so that isn't a mistake. You will likely loose points after you first invade France, and -50 is not too bad. The key is break out and capture some cities. I would play on - you will learn lots. As for tactics, play the Breakout scenario. You have to isolate the front with air power and then whittle the Axis down to the point you can break out. Make sure the Germans suffer more than you do, whilst having low supply whilst you have plenty and they will eventually give way. Don't repeat the same attack after failing though, that will hurt you more than them as the disruption will hurt. quote:
4. Related, I'm having a lot less luck than some of the tutorials and AARs I've read in encircling units. Any general pointers here would be appreciated, as again, I lose too many points by just attacking constantly and think I need some good go-to tips in general strategy. I'm not sure what the issue is? You wont encircle much with a solid line, but there is no magic... surround a unit with yours or ZoCs... quote:
5. I have a major surplus of admin points as the allies, like well over 200, by the time 1944 rolls around. Should I be using these more regularly to build depots or disband units or the like? I replace the occasional general and upgrade airbases with some regularity, but still just have so many AP. Is that normal or am I missing something? Normal. Create depot if you aren't getting supply to the right areas but generally you will have loads in the ports and the trucks are the issue until you fix the rail lines. quote:
6. One last one that just popped into my head...the refit button. If I set my units to refit, is that how they upgrade their TOE? I noticed lots of equipment listed as upgrading in, say, August of '43 but various units still using the older equipment. When my various corps are fallow, is that when I should be setting them to refit so they get the latest tech? That is in the manual. IIRC you just need to be within 10 hexes of a depot. But I think there may be discussions on TOE change if you search.
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I have a cunning plan, My Lord
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