Gameplay questions (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III



Message


dayrinni -> Gameplay questions (12/20/2006 12:42:44 PM)

So I have acquired the game for my own!

I have been playing the fire in the east scenario. I have some questions:

1.) Why can I sometimes right click on a target and then I will automatically engage in combat without clicking on "Resolve all combat" button? I'd like to be able also do the auto-attack thing as it seems I have to do the attacks in batches...and that means I forget my plans at the various places lol.

2.) Why does it only limit how many attacks I get per turn? How do I tell how many I can do? It seems to vary turn to turn.

3.) How do I make readiness go up?

4.) I get replacements at the end/start of every turn if I am supply for that unit? How much do I get? 1-2%?

So far the game is very interesting and fun. I can see how you can spend hours on a single turn haha.

THANK YOU!




golden delicious -> RE: Gameplay questions (12/20/2006 4:49:49 PM)


quote:

ORIGINAL: dayrinni

1.) Why can I sometimes right click on a target and then I will automatically engage in combat without clicking on "Resolve all combat" button? I'd like to be able also do the auto-attack thing as it seems I have to do the attacks in batches...and that means I forget my plans at the various places lol.


What you're describing is a "Retreat Before Combat". There is a chance of it occuring, which is increased;

a) by ratio of active defender strengths between the attacker and defender (including the defender's entrenchment status)
b) by ratio of reconaissance ratings between attacker and defender
c) if the defending stack has less than a certain active defender strength in proportion to hex size

quote:

Why does it only limit how many attacks I get per turn? How do I tell how many I can do? It seems to vary turn to turn.


It's not a limit on the number of attacks you get. Rather each time you resolve a "batch" of attacks, it consumes a % of your turn, depending on how long the longest battle lasted. The factors controlling this are rather complicated, I won't go into them right now.

quote:

3.) How do I make readiness go up?


It goes up at the start of the turn. It will not exceed unit supply, except if it bottoms out at 33%, so raising supply can be necessary for readiness recovery. I believe units recover more readiness if they did not move in the previous turn.

quote:

4.) I get replacements at the end/start of every turn if I am supply for that unit? How much do I get? 1-2%?


It's complicated and depends on many factors, primarily your on-hand replacements. This article goes into exhaustive detail;
http://www.tdg.nu/articles/design%20articles/Replacements%20&%20Reconstitution.htm




dayrinni -> RE: Gameplay questions (12/20/2006 6:01:15 PM)

Thank you very much.

My next question is:

In the FiTE I am doing, there are units part of a division. Say: The 12th HQ, the 12th 1st Infantry Rgt and then the 12th 2nd Infantry Rgt. Are there any negatives to having them split up or does it matter if divisions and stay together? The same with the HQ units?




golden delicious -> RE: Gameplay questions (12/20/2006 9:34:34 PM)


quote:

ORIGINAL: dayrinni

Thank you very much.

My next question is:

In the FiTE I am doing, there are units part of a division. Say: The 12th HQ, the 12th 1st Infantry Rgt and then the 12th 2nd Infantry Rgt. Are there any negatives to having them split up or does it matter if divisions and stay together? The same with the HQ units?


The primary significance of formations is that the units of a formation always have full co-operation with one another. Otherwise co-operation depends on formation support levels. In this particular scenario, I believe formation support levels are very high (you can check in the formation report). As such, formation cohesion isn't very important.

Formations are also used as one way of reflecting the disruptive effects of heavy losses (or other factors, through the shock event); sometimes the whole thing will go into reorganisation. This represents a disincentive to formation cohesion, as a dispersed formation will be unlikely to suffer enough losses in one turn to suffer this effect, and should it do so the effects will not be concentrated in one area, so you won't be totally paralysed in one section of the line.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.8144531