Dynamic... (Full Version)

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SgtKachalin -> Dynamic... (1/10/2011 3:28:12 AM)

Love the game - it's been a couple of weeks (all against the AI), and it's wonderful. Good job Matrix/2x3!

The word "dynamic" comes up a lot when things 'under the hood' are discussed and I'm wondering about it regarding ground combat. Is there any inefficiency in doing any of the following immediately before an attack:

1) Moving the Corp/Army HQ to within 5 hexes of the units that will attack.
2) Assigning SU to the units that will attack.
3) Assigning the units that will attack to a new HQ (usually to lose the % penalty for units from multiple commands attacking at the same time).

In other words, you've a hodge podge of units at the schwerpunkt (bad planning [:D]) and immediately before right clicking to attack you reorg them under one HQ that moves nearby and assign them a boat load of SU. Because of the dynamic nature of calculations is this all to the good? Or is there some 'lag' or other inefficiency that says "you didn't have your act together earlier so you can't fix it right before you attack."

BTW, if it works (as I think it does) I don't consider this gamey - they are one week turns, plenty of time for the orders to go out. And it costs AP, so it isn't free.




bairdlander2 -> RE: Dynamic... (1/10/2011 4:30:20 AM)

(2) as Axis I always try to add some pioneers if available if attacking strong forts or Sov units




randallw -> RE: Dynamic... (1/10/2011 8:08:34 AM)

I suspect the changes will apply for the circumstances of the attack.  I didn't notice anything in the manual stating that changes must be done the turn before.




karonagames -> RE: Dynamic... (1/10/2011 9:57:37 AM)

Everything you suggest is fine, and as you say, you are paying an extra "staff" cost in APs to help make the attack more effective - it always annoys me when an attack fails by a few points equivalent to the command penalty, so spending AP to avoid this is often worth it.




Josh -> RE: Dynamic... (1/10/2011 10:07:11 AM)

Concerning:  1) Moving the Corp/Army HQ to within 5 hexes of the units that will attack.
That will have the inefficiency of having SU *only* when you're doing a deliberate attack, and not with a hasty attack. Nonetheless I do the same as you.

Concerning: 2) Assigning SU to the units that will attack.
Yes that's a difficult one isn't it? Best thing I've read sofar to understand this is: "certainty versus flexibility" Adding the SU gives you certainty they *will* be used in the coming attack, only they won't be as flexible because they won't be used with other attacks (if passed leader rolls).




gradenko2k -> RE: Dynamic... (1/10/2011 1:37:34 PM)

quote:

Concerning:  1) Moving the Corp/Army HQ to within 5 hexes of the units that will attack.
That will have the inefficiency of having SU *only* when you're doing a deliberate attack, and not with a hasty attack. Nonetheless I do the same as you.

If I'm reading this right, I should always try to have my HQs within range of my units (blue highlight) before I attack?




karonagames -> RE: Dynamic... (1/10/2011 2:09:41 PM)

quote:

If I'm reading this right, I should always try to have my HQs within range of my units (blue highlight) before I attack?


Yes, we are currently testing a version where more SUs will activate if the HQ hasn't moved prior to the attack, so correct positioning of HQs in relation to your combat units will become more important. If your corps HQ is not within 5 hexes of the attacking/defending unit, then SUs cannot be triggered. I keep forgetting this ALL the time.




vinnie71 -> RE: Dynamic... (1/10/2011 4:06:14 PM)


quote:

ORIGINAL: BigAnorak

quote:

If I'm reading this right, I should always try to have my HQs within range of my units (blue highlight) before I attack?


Yes, we are currently testing a version where more SUs will activate if the HQ hasn't moved prior to the attack, so correct positioning of HQs in relation to your combat units will become more important. If your corps HQ is not within 5 hexes of the attacking/defending unit, then SUs cannot be triggered. I keep forgetting this ALL the time.


Ouch! That would be ok for the breakthrough phase but the tanks will have to carry all SUs with them in the exploitation phase because they'll be too far ahead from their HQ.




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