ogar -> RE: What am I doing wrong? (2/11/2012 12:03:52 AM)
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When you read thru the Oberst's second comment, you can see how valuable using toawlog can be. It looks like this is a PO game (or maybe you're playing head-to-head), so you can run toawlog (it's in the menu with the settings for new supply, borders on/off, etc.); play a round; save the game; get the log file and save it. EDIT L`zard reminds me that I did not shout loud enough. IMPORTANT (The downside to toawlog is that there is only 1 toawlog, and it gets overwritten ANY time you start up TOAW. So, saving, and moving the copy to another folder is a must.) I recommend that you note what you're doing (and you do that); run the attack(s); save; copy the log; examine it vs your notes. Do not get too caught in the individual runs ("4 HS-129 attack 3 T-34 ..."); they give you an insight into how the 'roll of the dice' affect good plans. Watch the overall outcome from each attack (2 for LL, 3 for IL) on the hex. In your example, I can see that the top P 47 group is tired (65% readiness for Allied air in 1944 is pushing them hard; and with 45% supply, wow.) This is their 3rd (?) sortie of the turn ? My guess is about 62% of the top group (and I'll guess the same for the other 2 P 47 groups) make it to the hex. You do not have weather or AAA or enemy fighters to contend with, but any of those would quickly whittle down that 62% further. (A great thing about the log, is that you see how few of your units actually attack/defend per prof/read/supply.) And how far are they flying ? If range to target is more than half their max range, the effect weight is cut (I think by the ratio of (1 - distanceflown/max range)). Finally, you're effectively bombarding with these units. That can help, but no much -- no entrenchment to degrade, no units to knock out of D/E/F... My two cents -- I wouldnt have attacked with these guys until they get readiness closer to 80, and supply over 80. It's the USAAF in 1944 -- will not take long. And then I would not send them all to bombard -- maybe 1, in conjunction with some artillery; in round 2 I would directly target the remaining 2 groups as part of a combined armor/infantry/artillery attack -- IF THAT ATTACK HAS GOOD ODDS (the AR ratio) OF SUCCESS. If the attack does not look good, then set 1 of them to CS and 1 to INT; dig in the Allies. HTH
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