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RE: A few returning player questions - 1/2/2021 9:45:48 PM   
Hubert Cater

 

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quote:

ORIGINAL: Pocus


quote:

ORIGINAL: BillRunacre

Hi Pocus

This relates to the ability the Japanese have to place an air unit on Midway that can effectively impose a partial blockade of US resources on Wake.

If you hover your mouse over Midway you should see some text explaining this.

Bill



I see you modified your answer . I was waiting for my new PBEM turn to show you screenshots but they are now not relevant anymore with your explanation. So thanks. But there is no tooltip with mousing over the hex.


Hi Pocus,

Just in case this is disabled on your end, there is a little blue hex with an 'i' in the middle in the bottom lower interface panel, is it selected?

Tips in game generally won't show unless this is selected, on the other hand it could also be that there is no tip for this particular spot which would also explain the fact you are not seeing a tip here as well.

Hubert


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Post #: 31
RE: A few returning player questions - 1/3/2021 4:12:43 PM   
BillRunacre

 

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quote:

ORIGINAL: Pocus


quote:

ORIGINAL: BillRunacre

Hi Pocus

This relates to the ability the Japanese have to place an air unit on Midway that can effectively impose a partial blockade of US resources on Wake.

If you hover your mouse over Midway you should see some text explaining this.

Bill



I see you modified your answer . I was waiting for my new PBEM turn to show you screenshots but they are now not relevant anymore with your explanation. So thanks. But there is no tooltip with mousing over the hex.


I did!

It might be that tooltips are turned off in your game. There should be a blue button at the top right of the panel at the bottom, and clicking that turns it on (or off!)

Hopefully if you do that then the text will now appear when you hover over it.

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Post #: 32
RE: A few returning player questions - 1/3/2021 4:50:19 PM   
Pocus


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Yes that's working now and all my questions are solved, thanks guys!

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Post #: 33
RE: A few returning player questions - 1/3/2021 4:55:08 PM   
USGrant1962

 

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Nice. I was trying to figure out what that button did - I clicked it on and off and couldn't see a difference on the map or the hex/text boxes at the bottom. I guess I never floated over a relevant hex.

The on/off indication is an extremely faint blue background - can that be made more distinct? And does it default to on? Right now it seems to be sticky even if you start a new campaign, so if you turned it off it stays off. I don't know how a fresh install behaves, but I've never seen those tooltips before.

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Post #: 34
RE: A few returning player questions - 1/4/2021 5:14:09 AM   
Pocus


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If you stumble upon an enemy ship, I guess you are the attacker in this case, right?

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Post #: 35
RE: A few returning player questions - 1/4/2021 3:40:52 PM   
Hubert Cater

 

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quote:

ORIGINAL: USGrant1962

Nice. I was trying to figure out what that button did - I clicked it on and off and couldn't see a difference on the map or the hex/text boxes at the bottom. I guess I never floated over a relevant hex.

The on/off indication is an extremely faint blue background - can that be made more distinct? And does it default to on? Right now it seems to be sticky even if you start a new campaign, so if you turned it off it stays off. I don't know how a fresh install behaves, but I've never seen those tooltips before.


We added it in one of the more recent patches, e.g. it is relatively new considering original release.

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Post #: 36
RE: A few returning player questions - 1/4/2021 3:43:01 PM   
Hubert Cater

 

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quote:

ORIGINAL: Pocus

If you stumble upon an enemy ship, I guess you are the attacker in this case, right?


It depends.

Because the hidden unit 'suprises' you, the game will apply a bonus to the hidden ship giving them the chance to be a more effective automatic attacker. But there is a calculation and if they are still after the bonus not going to be the more effective unit in an attack, they won't attack and then you have the choice to be the attacker or not.

Hopefully that makes sense,
Hubert

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Post #: 37
RE: A few returning player questions - 1/5/2021 6:12:32 AM   
Pocus


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Yes indeed; and that's why in some cases there is no attack.

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Post #: 38
RE: A few returning player questions - 1/6/2021 5:54:40 AM   
Pocus


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Fortifications against landing.

If an engineer build up a fortification protecting seaside. Will the fortification bonus be used against a landing operation coming through? That could make for a proper Atlantic Wall of sort. An idea, how about giving a free pioneer to Germany in 43 named 'Organization Todt'

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Post #: 39
RE: A few returning player questions - 1/6/2021 9:08:03 AM   
BillRunacre

 

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Yes, anything that boosts the defending units will help when the invasion comes.

Italy can build an Engineer unit so it could also contribute some manpower to building an Atlantic Wall.

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Post #: 40
RE: A few returning player questions - 1/8/2021 5:01:17 AM   
Pocus


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Thanks Bill. Good to know.

I'm not totally sure what is the meaning of the partisan symbol with an interdiction sign when you activate the 'P' overlay. I understand the non-interdicted symbol is the spawning location of a partisan unit, but what does do the other? I thought initially it can create sabotage (city/mine damages) but some are only surrounded by nothing (China), so what's their use?

Tangential question, Manchuria garrison. The tooltip on the map says you can be adjacent to them and it fills the condition. Because there are two locations that can be 'serviced' by a single unit if that's the case

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Post #: 41
RE: A few returning player questions - 1/8/2021 1:00:02 PM   
BillRunacre

 

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Hi Pocus

You are right on both counts. That Partisan symbol means that it will inflict economic damage within a radius of its spawn point (the damaged resources don't need to be adjacent to it).

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Post #: 42
RE: A few returning player questions - 1/9/2021 2:36:17 AM   
Pocus


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Great, thanks!

From a test, it seems a bad idea to attack the Netherlands and not Belgium on the same turn (the latter mobilize immediately). Is it systematical, the German should attack both at the same time? Is Luxembourg also off-limit to attack alone?

And now a more 'strategic advice' question, how do you deal early in the war with the British preventing any of your Norway income as Germany? It seems you can't do much in fact. Their sub can't definitively be chased by your destroyers, unless you want to lose them, and the same would apply to your feeble surface navy, if the Brits stations BBs (well, perhaps the UBoat can do smth here admittedly!). So, you write it off as a loss and move on?



< Message edited by Pocus -- 1/9/2021 3:30:58 AM >


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Post #: 43
RE: A few returning player questions - 1/9/2021 3:56:10 AM   
USGrant1962

 

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I've been playing the Allies and yes, the Brits crush the Norway convoys. I love it when the Kriegsmarine tries to resist. A CV or two, a couple of BBs plus cruisers/battlecruisers sailing from the northern UK usually take care of business. This is against the AI so YMMV.

As a side note, I just recently realized that multiple raiders on the same convoy route can sink multiples of MPPs.

Is there any reason not to have all of your surface ships set permanently to "raider"? Other than that they may be spotted if on a convoy route.

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Post #: 44
RE: A few returning player questions - 1/9/2021 4:23:01 AM   
Pocus


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It uses one supply each time.

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Post #: 45
RE: A few returning player questions - 1/9/2021 8:38:39 AM   
EarlyDoors


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quote:

ORIGINAL: USGrant1962

I've been playing the Allies and yes, the Brits crush the Norway convoys. I love it when the Kriegsmarine tries to resist. A CV or two, a couple of BBs plus cruisers/battlecruisers sailing from the northern UK usually take care of business. This is against the AI so YMMV.

As a side note, I just recently realized that multiple raiders on the same convoy route can sink multiples of MPPs.

Is there any reason not to have all of your surface ships set permanently to "raider"? Other than that they may be spotted if on a convoy route.



Anecdotally, it appears there is a maximum of 4 raiding ships per convoy line


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Post #: 46
RE: A few returning player questions - 1/9/2021 7:27:12 PM   
LoneRunner

 

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quote:

ORIGINAL: Pocus

Great, thanks!

From a test, it seems a bad idea to attack the Netherlands and not Belgium on the same turn (the latter mobilize immediately). Is it systematical, the German should attack both at the same time? Is Luxembourg also off-limit to attack alone?

And now a more 'strategic advice' question, how do you deal early in the war with the British preventing any of your Norway income as Germany? It seems you can't do much in fact. Their sub can't definitively be chased by your destroyers, unless you want to lose them, and the same would apply to your feeble surface navy, if the Brits stations BBs (well, perhaps the UBoat can do smth here admittedly!). So, you write it off as a loss and move on?




In my losses against good players, they attacked Belgium and left Netherlands for later. I tried the strategy myself and it seemed to work pretty well. I noticed that the US mobilized 2-3% when Germany DOWs Netherlands so that could be one reason for holding off.

USGrant is right. Fighting the British blockage of Norway appears to be a lost cause.

EarlyDoors, I didn't know that a max of 4 raiding ships is allowed per convoy line. Did you find that in the manual somewhere?

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Post #: 47
RE: A few returning player questions - 1/9/2021 8:00:45 PM   
EarlyDoors


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No, but it appears that 4 ships raids the Norway line down to 0

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Post #: 48
RE: A few returning player questions - 1/9/2021 11:46:46 PM   
Elessar2


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quote:

ORIGINAL: Pocus

And now a more 'strategic advice' question, how do you deal early in the war with the British preventing any of your Norway income as Germany? It seems you can't do much in fact. Their sub can't definitively be chased by your destroyers, unless you want to lose them, and the same would apply to your feeble surface navy, if the Brits stations BBs (well, perhaps the UBoat can do smth here admittedly!). So, you write it off as a loss and move on?


Stick your maritime bomber in Denmark. Not only can you bomb any subs etc. which show up, it will also protect your convoys via a script iirc.

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Post #: 49
RE: A few returning player questions - 1/10/2021 4:06:44 PM   
Pocus


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The maritime bomber you don't have at start and that you should buy?

2 extras questions:
Are rockets expended after they strike (V1/V2 units)?

Amphibious technology also reduces the cost of going amphibious, right? That's not in the description.

< Message edited by Pocus -- 1/10/2021 4:27:41 PM >


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Post #: 50
RE: A few returning player questions - 1/10/2021 7:06:50 PM   
Tanaka


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quote:

ORIGINAL: LoneRunner


quote:

ORIGINAL: Pocus

Great, thanks!

From a test, it seems a bad idea to attack the Netherlands and not Belgium on the same turn (the latter mobilize immediately). Is it systematical, the German should attack both at the same time? Is Luxembourg also off-limit to attack alone?

And now a more 'strategic advice' question, how do you deal early in the war with the British preventing any of your Norway income as Germany? It seems you can't do much in fact. Their sub can't definitively be chased by your destroyers, unless you want to lose them, and the same would apply to your feeble surface navy, if the Brits stations BBs (well, perhaps the UBoat can do smth here admittedly!). So, you write it off as a loss and move on?




In my losses against good players, they attacked Belgium and left Netherlands for later. I tried the strategy myself and it seemed to work pretty well. I noticed that the US mobilized 2-3% when Germany DOWs Netherlands so that could be one reason for holding off.

USGrant is right. Fighting the British blockage of Norway appears to be a lost cause.

EarlyDoors, I didn't know that a max of 4 raiding ships is allowed per convoy line. Did you find that in the manual somewhere?


Curious how did this go in actual history? Did the British go after Norwegian Convoys with impunity like in game?

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RE: A few returning player questions - 1/10/2021 8:56:32 PM   
Elessar2


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quote:

ORIGINAL: Pocus

The maritime bomber you don't have at start and that you should buy?

2 extras questions:
Are rockets expended after they strike (V1/V2 units)?

Amphibious technology also reduces the cost of going amphibious, right? That's not in the description.


No, it doesn't. Logistics does.

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Post #: 52
RE: A few returning player questions - 1/11/2021 3:21:15 AM   
Pocus


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Logistics – this reduces operational movement and regular Transport
costs by 10%
, while also increasing HQ Build Limits for Majors, and all types
of Transports’ Build Limits for Majors and their respective Minors. HQ’s
minimum supply values also increase by 1 per level.

According to the rule, conquering a minor will lower some the morale of all enemy units across the board. Is that still true? Say I conquer Luxembourg, and all French units take a morale hit?

I have a tac bomber in the mud, according to the rule, it should have half its operational range, but that's not true. Was it changed compared to the manual?

By the way the manual is wrong for mud on AP. It says you get only half of the AP of your units, minimum 1. But it is now that you pay double terrain cost.

< Message edited by Pocus -- 1/11/2021 3:28:36 AM >


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Post #: 53
RE: A few returning player questions - 1/11/2021 7:00:36 PM   
BillRunacre

 

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quote:

ORIGINAL: Pocus

Are rockets expended after they strike (V1/V2 units)?


No, Kamikazes are lost when they strike, but they are the only unit that fires once and is gone!

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Post #: 54
RE: A few returning player questions - 1/11/2021 7:03:30 PM   
BillRunacre

 

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quote:

ORIGINAL: Pocus

According to the rule, conquering a minor will lower some the morale of all enemy units across the board. Is that still true? Say I conquer Luxembourg, and all French units take a morale hit?


Yes, even Luxembourg surrendering has a morale effect.

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Post #: 55
RE: A few returning player questions - 1/11/2021 7:16:20 PM   
BillRunacre

 

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quote:

ORIGINAL: Pocus

I have a tac bomber in the mud, according to the rule, it should have half its operational range, but that's not true. Was it changed compared to the manual?

By the way the manual is wrong for mud on AP. It says you get only half of the AP of your units, minimum 1. But it is now that you pay double terrain cost.


Re the halved AP values, I think this is just a different way of saying the same thing, i.e. the normal amount of AP values are shown, but each hex now costs double to move into?

As to the tac bomber's range, I don't think a change has been made, at least not in the last few years, so I will have to investigate this further.

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Post #: 56
RE: A few returning player questions - 1/11/2021 8:17:12 PM   
Pocus


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Thanks for the additional info in any case.

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Post #: 57
RE: A few returning player questions - 1/14/2021 3:08:44 AM   
Pocus


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Just wanted to protest I can't build an armored train in Japan and ship it to china!!


Amphibious landing in disguise. Should transport be allowed to land only in hex you own?


Some questions:
1. How MPP are transferred if oversea, if there is no scripted convoy lane? For example I took Djibouti as the Italian. Is the production credited to Italy in all cases?
2. What is a the benefit of a 'secondary supply' compared to another town?

< Message edited by Pocus -- 1/14/2021 10:40:41 AM >


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Post #: 58
RE: A few returning player questions - 1/14/2021 1:04:12 PM   
nosfer121

 

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quote:

ORIGINAL: Pocus

Just wanted to protest I can't build an armored train in Japan and ship it to china!!


Amphibious landing in disguise. Should transport be allowed to land only in hex you own?


If you use a normal Transport then "yes" only from a friendly port into a friendly hex.
If you use an amphibous transport, you can do it on enemy occupied hexes.

But if it is an armour train it needs rails of course.

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Post #: 59
RE: A few returning player questions - 1/14/2021 2:03:53 PM   
The Land

 

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quote:

ORIGINAL: Pocus

Some questions:
1. How MPP are transferred if oversea, if there is no scripted convoy lane? For example I took Djibouti as the Italian. Is the production credited to Italy in all cases?
2. What is a the benefit of a 'secondary supply' compared to another town?


1. Yes, if there's no convoy, you just get the MPPs. Convoys can only occur between nations, so occupied territories can't give you a convoy. The MPP value of an overseas conquered territory is of course less!

2. Secondary Supply means that anywhere connected to it will have a supply value of 5. No difference at all if you have a connection to your capital or primary supply source. Big difference if you have no such connection as otherwise you'd have supply 3.

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