Huzzah - I won somehow. But Questions arise (Full Version)

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terje439 -> Huzzah - I won somehow. But Questions arise (10/2/2011 10:27:56 PM)

Ok, so I just bought the game, and played through the Leningrad Scenario on easy.
Most of what happened and why, I understood well enough to go for another game, but I am left with a couple of questions that I hope someone will/can help me with.

1. The USSR kept dropping supply behind my lines. I suspect this is to create partisan units?
1b. If so, is there a "set" number of supplies that it needs to drop in a hex to make a partisan unit?

2. Some construction battalion with a 0-0 value kept spawning. All I could do with these was to send them back to HQ. Am I correct in guessing that these guys will simply wander around on their own and build/fix/transform railroads?

3. During the USSR AI's turn, I could see some units labeled "PC" behind my lines. What are these? And when I go to that hex with one of my units, there is nothing there?

4. According to the reinforcement screen, I was supposed to recieve some more units during the scenario. None showed up on the map? Are they placed in a "reinforcement" pool or something, or what am I missing here?

5. Most important one - is there any way for me to chose what my "Aunty-Ju's" drop to my divisions? It seems the game choses either supplies or fuel and will only drop one type per turn? I would love to be able to drop both fuel and supplies if I fly two missions to a Panzer Div, is this possible?


Yes, I know it is probably in the manual somewhere, but I have found the forum a quicker way to get some feedback when it comes to matrixgames games [:)]
Any help is greatly apreciated! [&o]

Terje




Q-Ball -> RE: Huzzah - I won somehow. But Questions arise (10/2/2011 10:58:27 PM)


quote:

ORIGINAL: terje439

Ok, so I just bought the game, and played through the Leningrad Scenario on easy.
Most of what happened and why, I understood well enough to go for another game, but I am left with a couple of questions that I hope someone will/can help me with.

1. The USSR kept dropping supply behind my lines. I suspect this is to create partisan units?
1b. If so, is there a "set" number of supplies that it needs to drop in a hex to make a partisan unit?

2. Some construction battalion with a 0-0 value kept spawning. All I could do with these was to send them back to HQ. Am I correct in guessing that these guys will simply wander around on their own and build/fix/transform railroads?

3. During the USSR AI's turn, I could see some units labeled "PC" behind my lines. What are these? And when I go to that hex with one of my units, there is nothing there?

4. According to the reinforcement screen, I was supposed to recieve some more units during the scenario. None showed up on the map? Are they placed in a "reinforcement" pool or something, or what am I missing here?

5. Most important one - is there any way for me to chose what my "Aunty-Ju's" drop to my divisions? It seems the game choses either supplies or fuel and will only drop one type per turn? I would love to be able to drop both fuel and supplies if I fly two missions to a Panzer Div, is this possible?


Yes, I know it is probably in the manual somewhere, but I have found the forum a quicker way to get some feedback when it comes to matrixgames games [:)]
Any help is greatly apreciated! [&o]

Terje



1. Those are airdrops to Partisan units, yes. Over time, they build strength and become active. Takes a few months though

2. Those construction units are actually repairing rail lines. Don't send them back to HQ, they are doing something useful. That's the only time you'll see them on-map. They also assist fort construction, but are "invisible" when they do that

3. Those are Partisan units. You won't see them if FOW is on, IIRC. Or maybe you see them playing the AI. You won't see them in PBEM. They are invisible to you until they are active.

4. The reinforcements appear on the far west map edge, usually in Magdeburg. That is for On-map units. Support Units, like Stugs, Artillery, etc, do not appear on-map; they appear first attached to OKH, from whence they can be easily assigned to any Corps, Army, or Division unit (if you can attach it to a division; not all units can).

5. Before you drop, press the SHIFT button when you order the drop. A screen will appear, allowing you to select the airgroups to participate, the target, and button for supply or fuel.

Hope that helps!




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/2/2011 11:01:19 PM)

Now THIS is gonna help [:)]

Thank you Q-Ball!!


Terje




Farfarer61 -> RE: Huzzah - I won somehow. But Questions arise (10/3/2011 2:10:31 AM)

the next step into the deep end in th Gc afgainst the AI is your support settings. The more seasoned players have all sorts of really good settings, but for starters I suggest every HQ be set to Support level 3 and you observe how the AI moves your Support Units or "SU"s around. the really high level HQs can send those construction battalions across the map , but then Corps HQs can only send them short range, maybe where you need them. See what you like.
You should add (IMO) mobile SUs directly to mobile units - and pioneers to units that are going assault stuff. Motorized flak units help - I think - against interdiction. Other than that I have about given up :) There is lots in the forum about this. My personal, yet unattained goal is to get Thor and Karl exactly where and when I want them ;)




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/3/2011 10:18:56 AM)

Well after finishing the Leningrad scenario, I've started up the long campaign. The reason is simple, if I do something stupid I might get away with it in the shorter scenarios, but it might endeed bite me in a long game. Shall be interesdting [:)]

But those AA and Mobile AAs, do they also add to a units combat value in land to land fighting? I am thinking in terms of using the 88 as a TD etc?

Terje




OTZ -> RE: Huzzah - I won somehow. But Questions arise (10/3/2011 10:47:48 AM)

The AA units do add combat value to any unit they're attached to.




Q-Ball -> RE: Huzzah - I won somehow. But Questions arise (10/3/2011 5:52:52 PM)

The Mixed Flak Bns, and Motorized Flak Bns, most of them have 88s. Those do help in combat.

I wouldn't direct attach them though for the most part (meaning attach directly to divisions). Most direct attachments should be beefing-up Panzer spearheads, with Pioneers, or by attaching Stugs to Motorized Divisions (I like to do this, gives them some armor support).

The light flak and SP Flak Companies don't help. In fact, the SP Flak Companies hurt, because they will often take up a support slot in lieu of Artillery or Stug or something useful. I tend to DISBAND these units, as the Vehicles can be used later when Panzer Division TOE's expand to include alot more SP Flak.




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/3/2011 8:19:38 PM)

Ok, seems I am slowly getting the hang of things. However [:D]

I am about to enter November 1941 in the Big One, and I've encountered mud conditions. I expected this as the manual stated it would likely arrive. However the manual states that muddy conditions reduces movement but not combat power. Yet every single unit I have on the board shows as 1-# where as the turn before the first number ranged from 5 to 40.
So in fact my combat value is rubbish all across the front (which saved Leningrad btw).

Is this intended but not mentioned in the manual or am I missing something here?

Also, about the attachments. I think the only other game I've played that used this kind of attachment was HOI (1-3). There, some attachments would lower some stats (like speed etc), so the question here is - are there any attachments that gives any kind of negative effect of any kind? I take it that SPGs etc increases fuel consumption?

Again, thanks for all the help people!!

Terje




Q-Ball -> RE: Huzzah - I won somehow. But Questions arise (10/3/2011 8:29:07 PM)


quote:

ORIGINAL: terje439

Also, about the attachments. I think the only other game I've played that used this kind of attachment was HOI (1-3). There, some attachments would lower some stats (like speed etc), so the question here is - are there any attachments that gives any kind of negative effect of any kind? I take it that SPGs etc increases fuel consumption?

Again, thanks for all the help people!!

Terje


Good question. There seems to be no impact.

As an example, Pioneer Battalions, which are not motorized, can ride with Panzer units for "Free", with no negative impact on movement or fuel consumption. STUGs, etc, work the same way.

STUG support units don't seem to burn fuel. But they also move at the speed of infantry if that's what they are attached to.




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/4/2011 3:11:26 PM)

Another question;
The new divisions that arrive as reinforcements are all attached to OKH. Should I transfer them to the various corps I intend to let them fight alongside, or let them remain under OKH?

Terje




bloomstombs2 -> RE: Huzzah - I won somehow. But Questions arise (10/4/2011 4:13:47 PM)

you deffinetly transfer them to the hqs theyre fighting with.. Its free to do so as well.




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/4/2011 5:28:01 PM)

Good, then I am on the right track :)
Another Q then;

-is it worth it to replace corps/army commanders? Or are the CP (?) better used in building up fuel/supplies at HQs?

Terje




Attack -> RE: Huzzah - I won somehow. But Questions arise (10/5/2011 4:05:41 PM)

It depends. If you want to run, use AP in HQ build ups. If you want to fight, and the comander is not too good or the fight is very important, change commander.

I supous youīre talking about Germans in 41. After the 41 or as Soviet I didnīt use HQ build-ups, and I think that nobody use it.




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/5/2011 4:43:00 PM)

Yes, Germany -41.
As I guessed then. Thank you.
I notice I can build fortified region for 4 AP. Are they a good investment for Germany when winter comes?

Terje




Attack -> RE: Huzzah - I won somehow. But Questions arise (10/5/2011 6:55:23 PM)

It depends. Fortified regions need a lot of men, that donīt fight on first line and they suffer blizard atrition.

Usually, Germans donīt like fortified regions for blizzard. But in last betas there are changes in rules and fortified regions perhaps now will be good:

-Hiwis: that means that there is less problem with men.
-To have a fort of 3 or more, is necesary a fortified region.
-In entrenchements will be less atrition.

In my next winter as German, Iīll build fortified regions.

But remember: Disband fortified regions when enemy will come!!!




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/5/2011 9:20:41 PM)

Why do I need to disband them when the enemy comes? So they are not destroyed?

Terje




Attack -> RE: Huzzah - I won somehow. But Questions arise (10/5/2011 9:28:03 PM)

When attacked, it seems that they donīt add too much to the defense, and if defeated, they are destroyed and youīll lose ALL men and artillery.[X(]

Disband them always. If you donīt understand why, donīt disband them, and in the firsts combats youīll understand it.




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/8/2011 1:35:14 PM)

Ok, so I just won my first 41 campaign as Germany against an easy AI.
Some questions;

1. Is this game really winnable as Germany against an equaly skilledl human opponent? Seems you need to drive deeeeep into the USSR to get a win. I ended up with inflicting 10M casualties (around the equal of 450 divisions scattered or surrendered) on the USSR and still he had alot of units remaining on the board.

2. As the German player pushes further into the USSR, is there any point in still defending cities like Riga? I only ask since the Soviet player cannot drop supplies to partisans that far behind the front.

3. How big a deal is garrisoning the occupied cities properly (making them "blue" on the map when you press shift+k)? I understand that unguarded cities will add to partisan activity, but do they add so much that it justifies leaving a front line German Inf Div as garrison?

4. What is whith the AIs love of brigade sized units?

5. I was getting annoyed with the whack-a-mole partisan subgame, so I decided to try to stop the flow of supplies across my front. So I sent a nightfighter unit to an aerial HQ and set it to fly at night. Still it did not intercept anything, and the USSR dropped supplies in a hex TWO hexes away from the unit. How do I get them to shoot down those pesky U2s?


Terje




Attack -> RE: Huzzah - I won somehow. But Questions arise (10/8/2011 2:23:25 PM)

quote:

I just won my first 41 campaign as Germany against an easy AI.


I never did it... because was too boring. Could we have a map showing what is necesary to conquer to have a German victory?




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/8/2011 2:34:14 PM)

Sure, gimme a sec.

Terje




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/8/2011 2:40:25 PM)

I did not save after I won the game, but the red circles show the areas captured during the last turn played.

Map1

[image]local://upfiles/11504/8407EA04096542FBB07A80DA19DEDF55.gif[/image]




terje439 -> RE: Huzzah - I won somehow. But Questions arise (10/8/2011 2:41:17 PM)

Map 2


[image]local://upfiles/11504/B7E98524D4CA459FA9A0C871D5C47116.gif[/image]




Attack -> RE: Huzzah - I won somehow. But Questions arise (10/8/2011 6:41:07 PM)

You confirmed that I though: Itīs imposible to win against an human. The VP condition is Science (historiy) fiction.




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