Things I still don't understand (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War I] >> Guns of August 1914 - 1918



Message


StkNRdr -> Things I still don't understand (12/9/2007 8:50:08 PM)

There are still a couple things that I just don't grasp. I am currently playing as CP.

1. I order corps that come on line in the heart of Germany to the front by stategic movement. The movement represents hundres of kilometers. After the end of the turn, they haven't moved 1 centimeter. This is in 1914 after other strategic movements have worked. I tried to bring them right to front line positions. If this is a no no, then why does it allow me to attempt it? If something happens during the turn which is affecting the final destination, why would the troops not move as close as possible to where they were ordered? I can understand they would rather drink beer back home but I mean to sit at home for 1 to 2 months without even attempting to follow orders just doesn't sit well with HQ.

2. I just can't seem to get a handle on the naval war. The only time I can see where my ships are is in the first phase of the turn. Unless I am missing something the only way to see where my ships are is to go through the list ship by ship to see where they are and what their status is. Without writing it all down, it is difficult to get an overview of the situation. During impulses I see some of my ship stacks but I cannot see the makeup of the stack. Others I don't see at all, e.g. I sent a squadron of dreds, heavy cruisers & destroyers to the North Sea where the ET is present. I see the ET but not the CP stack. Knowing when I am about to go into the next turn, I could review where things are with my ships if I could review the stacks just like any other.

If I am missing something really obvious please let me know.




Toby42 -> RE: Things I still don't understand (12/9/2007 9:43:07 PM)

On #1, check and see what your rail capacity is. Even if you have zero capacity, the option is still there to do a strategic move. It just doesn't work. Don't make sense to me either???

On # 2, I'm with you on this one. I wish that there was a way to check naval deployment easily. I don't know why you can't even cycle through the stacks???

Maybe Frank can shed some light on these things...




StkNRdr -> RE: Things I still don't understand (12/9/2007 10:13:49 PM)

#1. German rail capacity was 36 or higher.  During the movement phase I gave 3 infantry units orders for strategic movement to the front.  At the end of the turn they were right where they started, drinking beer. 




boogada -> RE: Things I still don't understand (12/9/2007 10:21:01 PM)

Frontlines can be affected by your own or enemy movements and then strat move will fail. At least thats what I think I've started a stratmove thread today too.

#2 all naval moves are only done in the strategic phase and all battles are resolved at the beginning of the turn. During the impulses you dont have to worry about the naval war at all!




SMK-at-work -> RE: Things I still don't understand (12/9/2007 11:06:30 PM)

Did you check that the hexes yuo were moving to were eligible?  there's a little message at the bottom left of the map that says eligible (#) - where # = number of stratpoints required, or ineligible (reason) - reason my be a # which is higher than your avaialble strat movement, or it may say "control" or one other message that I don't remember.

You can't move to newly conquered hexes.

alternatively were you trying to move to hexes that you lost during the turn?




StkNRdr -> RE: Things I still don't understand (12/10/2007 2:58:45 AM)

I appreciate the feedback guys.

SMK
1.  My point is that if I strategic move a unit to a hex 500km from where they start and that ending hex is overrun, I believe it is unrealistic that the unit would stay in the beginning hex and not move at all.  The time factor in some cases is up to 2 months, that is a long time standing around at a station.  I think it would be more realistic that if the ending hex can not be reached for any reason, the strategic turn would still occur to the closest friendly hex to the intended ending hex or something to this effect. 

boogada
2.  During either the strategic phase or any other part of the turn, there is not a very good overview of the naval info.  I understand naval battles only occur in the strategic phase but it would be helpful to be able to review this info at any time in a concise manner.

Don't get me wrong, I really like the game and if I need to adjust my gameplay a little or write things down, I guess that is what I will do.




SMK-at-work -> RE: Things I still don't understand (12/10/2007 3:20:46 AM)

StkNRdr - yes both your points would be "nice to have".....I hope Frank is reading this :)

another thing that would be nice to have is a "cancel" button in the password entry dialogue - Frank said it would be no great bother a few months ago, but we haven't seen it yet.....[sm=Christo_pull_hair.gif]




chaparral66 -> RE: Things I still don't understand (12/10/2007 3:47:13 PM)


quote:

ORIGINAL: StkNRdr

I appreciate the feedback guys.

SMK
1.  My point is that if I strategic move a unit to a hex 500km from where they start and that ending hex is overrun, I believe it is unrealistic that the unit would stay in the beginning hex and not move at all.  The time factor in some cases is up to 2 months, that is a long time standing around at a station.  I think it would be more realistic that if the ending hex can not be reached for any reason, the strategic turn would still occur to the closest friendly hex to the intended ending hex or something to this effect. 




Yes. The strategic movement shouldn't completely fail. I would like to see this in the next patch. Maybe a prompt to trace a path as well, if you're so inclined, or let the game pick for you.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.375