can someone tell me (Full Version)

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budd -> can someone tell me (4/28/2011 4:34:41 AM)

Hi,
can someone tell me why this hq is immob.


[image]local://upfiles/32191/E9A61720C65841AE81C484E284A54CD2.jpg[/image]




kendollem -> RE: can someone tell me (4/28/2011 4:58:47 AM)

transport plane




Rosseau -> RE: can someone tell me (4/28/2011 6:48:06 AM)

Thanks, as this would have tripped me up, too.




Tac2i -> RE: can someone tell me (4/28/2011 10:33:20 AM)

It is also carrying a large stockpile of supplies that will slow it down.




budd -> RE: can someone tell me (4/29/2011 12:18:05 AM)

I thought it might be the plane so i moved all the ones into new units, and it still would not move. the plane was still in the build que of the city though. I also transfered a bunch of supplies to other HQ's. I figured if i transfered the planes, that i had enough trains to move some.....it hasn't been able to move for 4 turns. I guess i could create another HQ and transfer the units to the new hq...just wanted to get it a little closer to the front for supplies and bonuses. I'll try to dump the plane and more supplies and see. Great game....could use better documentation though[;)]




ghoward -> RE: can someone tell me (4/29/2011 5:37:00 AM)

Build another HQ in the same hex as Supreme HQ and assign Supreme HQ to it. Call it Supply Dump. You can transfer supplies freely between the two HQs because they are colocated. Transfer enough supply from Supreme to Dump to lighten Supreme so that it's trains can haul it. (get the airplanes out of Supreme as well) Supreme may now go its merry way and and will get its supplies back from Dump as needed because it is a subordinate in Dump's command. Try not to get Dump overrun or bombed,tho. Might want to garrison it some. If you like the effect, assign your supply production to Dump, so Supreme doesn't bulk up again.




budd -> RE: can someone tell me (4/29/2011 6:32:17 AM)

thx for the response, can you go into detail about assigning supplies to dump hq? you mean assign all the cities to dump hq and everything they build[including units] or can i have just supplies go to a specific hq. I had all the city production going to my supreme hq and moving it out from there to other HQ's , i think my mistake was having the units in my offensive assigned to the supreme HQ.hindsight it's probably better not to have units directly under your supreme if it's your dump. As i understand it if the supreme HQ is your dump you have 250 ap spread to the next level of hq for supply distribution and then 250 from there to your next level down the chain, is that right? 1 more question if you dont mind, if the HQ below the dump HQ has trucks can i ferry replacements to front line units not on road/rail network? just transfer them, and does the 250 range apply. I'm on my second game after the tutorials and just trying to figure out the best way to get replacement units to the front when there off the road/rail network. thx for any info.
budd




ghoward -> RE: can someone tell me (4/29/2011 9:10:07 AM)

let's see,
1. all the production from a single city must go to a single hq. You want to try to send the combat units to supreme, and the supplies to dump. If you have to transfer units from dump to supreme, they will take a significant readiness hit for the command change (at least they did in AT). So, either assign a small production location to dump and just have it make supplies and pps, or if you are short on locations, switch a big one to dump for a turn when you run low on supplies but change it back to units and reassign it to supreme the turn after.
2. Free supply range is (was in AT) 250 Action Points. There are break points in that 250 ap range where you start losing a percentage of your supply. It's something like under 100 ap all supply makes it, 101-150 75%, 151-200 50% and so forth. I am not sure of these numbers, and I dont have the game on this computer,so I cant check it. 3 more supply things to note. a) some hexsides take A LOT more ap to cross than others (putting supplies on a beach without a port is next to impossable) b) Enemy antisupply points along the supply route (which the computer chooses) will attrit your supply, no matter what the range. 3) There is a little guy with a jerrycan on the righthand side of that row of buttons below the main window. This turns on the supply layer graphic. Do this. Select point A (the sending HQ), click the jerrycan guy, and (I think it is right click) on the target (receiving unit). You can then see 1) aps for the trip and % of loss, 2. what areas are in the no loss, some loss, or high loss ranges from the sending unit (shown in differing colors) and the route between the two. Play with with the jerrycan guy for a while, and things will get a lot less misty. The 250 does regenerate with each hop.
3. Trucks. Not tied to railroads. If you put enough of them in your combat units the units can run around at truck speed. Sending replacement subformations out to combat units (if it is too far for them to walk) requires a transfer which requires LAND CAP which is created by trucks (or horses) assigned to the HQ. The trucks themselves dont move, and can also be used to motorize the HQ in the same turn (assuming the hq is not too heavy). There is also RAIL CAP and NAVAL CAP created by trains and cargoships assigned to your HQs. Keep in mind that a unit cant go anywhere that any subformation within the unit cant go. So if you have a cargoship in your HQ, the HQ cant go inland.
hope this helps




henri51 -> RE: can someone tell me (4/29/2011 1:47:51 PM)

It is good to remember that supplies transferred during the AI move don't cost any landcap. So all the supplies that are transferred from production cities to HQs, and from HQs to sub-HQs and units are transferred free of cost.So for example to get more supplies to a HQ, you can increase its reserves setting.

Henri




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