RE: First day of game (Full Version)

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Grymme -> RE: First day of game (1/18/2009 9:50:03 PM)

Thanks. Actually i thought the manual was fine. It tought the basics, but not the more advanced stuff. Few people would read a 1000 page manual anyway (well maybe me). Better to have a short one.

No, not per se. But if there is enemy units inbetween they can cause antisupply losses. This can include both loss of supply and units. So if you try to ship for example 4 tanks with 4 cargoships through an area where i have 10 subs close you might lose some of both subs and cargoship. In extreme cases (totally blocked ports) they could sink all cargoships and all the cargo.

If i only have. Say 1 sub and its not directly blocking the way, but close. i might lose a little of the cargo. So it really simulates the antisupplywarfare well. You can starve an enemy through a naval blockade. (IF the ASW setting is on off course).

Generally speaking you can just asume that anything that would be bad in real life will be bad in AT. And the opposite.




henri51 -> RE: First day of game (1/19/2009 1:02:37 AM)


quote:

ORIGINAL: Westheim

I'm not good at air strategy at all, but if I get that one right, the answer would simply be: you can't move air units outside a city or airfield (or carrier).

quote:

ORIGINAL: rasnell

You can move air units to another airfield within range.

Henri




Jeffrey H. -> RE: First day of game (1/19/2009 3:49:24 AM)


quote:

ORIGINAL: rasnell

I wish Grymme and Jeffrey H. had written the manual. Very clear. Just one more detail. Do you have to keep the sea lane open from the continent where you are transferring units and the HQ in port where the cargo ships are?


LOL thanks for the props but I'd probably not be so good at it either.

I'm not really sure what you mean by "sea lane open" but if it is what I think, often times your port city can get blockaded by enemy naval units. What happens then is that anti-supply takes a severe toll on your recieving forces. Assuming you have anti supply checked in the game options. There's a good naval ops AAR as a sticky here:

http://www.matrixgames.com/forums/tm.asp?m=1619142

You might find some good info in this thread, it's more or less how I got going on the naval side of things.




rasnell -> RE: First day of game (1/23/2009 9:53:23 AM)

Bump. Do you have to keep the sea lane open from the continent where you are transferring units and the HQ in port where the cargo ships are?




Scott_WAR -> RE: First day of game (1/23/2009 11:57:42 AM)

Jeffrey already answered. YES, IF you have Anti Supply on. Otherwise you will lose some of whatever it is you are transfering.




Twotribes -> RE: First day of game (1/23/2009 12:16:31 PM)


quote:

ORIGINAL: rasnell

Bump. Do you have to keep the sea lane open from the continent where you are transferring units and the HQ in port where the cargo ships are?


The computer picks a supply path from Hqs to receiving units. If across water that path is subject to interdiction at any point along the path. Naval forces do not have to be right on the path but just with in a usable distance. The closer the more the path loses in transfers.

Same applies if you manually transfer forces.

So YES you should keep the sea lanes clear. You do not HAVE to but failing to do so can see your entire effort to transfer production and supply along those sea lanes fail or be severely restricted, to include the loss of cargo ships if manually transferring.




Joshuatree -> RE: First day of game (1/23/2009 2:39:17 PM)

Like Twotribes said; you will lose supply if the enemy has ships within action radius, it's the number in the red dots. And you'll lose troops too, as in you send two tanks manually... and only one arrives [:@]
And don't trust solely on your airforce to deal with these ships, when the rains come the flyboys don't fly (if you have seasons on).




welk -> RE: First day of game (1/24/2009 2:07:13 PM)


quote:

ORIGINAL: Joshuatree

(if you have seasons on).


Please, one question : how do you make that in the game : "season on" ? I did not found the option




Scott_WAR -> RE: First day of game (1/24/2009 3:08:42 PM)

Its on the second game creation menu. For example, say you are creating a random game. Once you enter all the factors, such as map size etc, and create the map, on the next options screen you can add seasons, hardcore logisitcs etc.




welk -> RE: First day of game (1/24/2009 6:48:30 PM)

Thanks for reply. But I asked for editor : How can I calibrate seasons in the game editor ? Not founded the buttons.[8|]




Scott_WAR -> RE: First day of game (1/24/2009 7:38:28 PM)

Ah, sorry, I misunderstood. Unfortunately I have no experience with the editor.




Tufkal2 -> RE: First day of game (1/24/2009 8:35:29 PM)

Actually I am not quite sure I understand the question. What would you like to do: Create a scenario which uses seasons? Implement some season coding? Or create a switch with which a player can decide if there should be seasons or not? 




sabre1 -> RE: First day of game (1/25/2009 1:51:53 AM)

quote:

ORIGINAL: Grymme

Thanks. Actually i thought the manual was fine. It tought the basics, but not the more advanced stuff. Few people would read a 1000 page manual anyway (well maybe me). Better to have a short one.



You have got to be kidding...[:'(][:)]




welk -> RE: First day of game (1/25/2009 10:56:45 AM)

I want to know the 3, please [;)]

For bridges, i founded a tip : to create "false plain" graph landscape with special hard value move for some unit types, and place it on hex before and after the bridge. So, to move on the bridge will need to move on these hex, and pay the needed cost[:'(]




Tufkal2 -> RE: First day of game (1/25/2009 11:30:53 AM)

Suggest to continue to discuss this in the modding section here:
http://www.matrixgames.com/forums/tm.asp?m=2013791




rasnell -> RE: First day of game (1/27/2009 1:58:42 AM)

How does this work when it comes to reinforcements? HQ 5 is on the enemy continent, but it is not a port city. HQ 1 is on my friendly continent and it is a port. There is no land or water connection to HQ 5. However, if I set multiple cities on my friendly continent to HQ 5, will the supplies be able to cross and connect to HQ 5?




Twotribes -> RE: First day of game (1/27/2009 2:26:01 AM)


quote:

ORIGINAL: rasnell

How does this work when it comes to reinforcements? HQ 5 is on the enemy continent, but it is not a port city. HQ 1 is on my friendly continent and it is a port. There is no land or water connection to HQ 5. However, if I set multiple cities on my friendly continent to HQ 5, will the supplies be able to cross and connect to HQ 5?


Depends on distance and whether your headquarters has access to an y ports and your sending cities have any ports.




rasnell -> RE: First day of game (1/27/2009 5:00:12 AM)

Receiving HQ 5 does not have access to a port. An amphibious expedition led to a city with no port. The sending city, HQ 1, is a port.

If I set numerous cities to HQ 5, will they get anything since there is no land or sea connection? Does there have to be a connection for the settings in each city to work?

Where do the supplies, reinforcements, equipment go if they can't reach the destination?

What I am talking about is where you set production for each city and direct it to a specific HQ. Let's say I wanted 10 cities directed to HQ 5. Will it get any of the production since it has no access to a port in an unfriendly continent? Is my only means to get them troops in the only city it controls and all remainder through transports?




rasnell -> RE: First day of game (1/27/2009 5:12:15 AM)

I just went ahead and played a round. Answering my own question, the equipment and reinforcements are completely lost. The HQ does not receive them and they do not go to the HQ in the extra cities where HQ 5 was designated as the recipient.

There appears to be no way to get supplies or reinforcements to a HQ on an amphibious expedition unless you can capture the port first.




Twotribes -> RE: First day of game (1/27/2009 7:35:54 AM)


quote:

ORIGINAL: rasnell

I just went ahead and played a round. Answering my own question, the equipment and reinforcements are completely lost. The HQ does not receive them and they do not go to the HQ in the extra cities where HQ 5 was designated as the recipient.

There appears to be no way to get supplies or reinforcements to a HQ on an amphibious expedition unless you can capture the port first.



They are not lost, they build up at the producing city. Look at the production screen and you will see that on the one side is the turn production and on the other is a much larger number depending on how many turns they have not been delivered. The same happens when your receiving city is to far away. If you build a make shift port close to the receiving city it should allow production to flow also.




Joshuatree -> RE: First day of game (1/27/2009 8:59:07 AM)

Twotribes is right, prod. doesn't just get lost, it accumulates [:D] 
Also you see now why it's so important to send engineers with your naval assault force, you must build a makeshift port or otherwise you're doomed. Note that supply will flow through this port to the subordinate HQ, but... this will also be noted by the enemy and he will have his ships outside your port making it difficult for you to receive any.




rasnell -> RE: First day of game (1/27/2009 1:37:37 PM)


quote:

ORIGINAL: Joshuatree

Twotribes is right, prod. doesn't just get lost, it accumulates [:D] 
Also you see now why it's so important to send engineers with your naval assault force, you must build a makeshift port or otherwise you're doomed. Note that supply will flow through this port to the subordinate HQ, but... this will also be noted by the enemy and he will have his ships outside your port making it difficult for you to receive any.


That was my mistake. I had total sea domination and should have sent engineers with the landing force. Thanks for all the tips.




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