LiquidSky -> RE: New Player Questions (10/27/2012 9:48:41 PM)
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Nebelwerfers (and rockets) are used up when you attack (or, I suppose, defend) with them. The game treats them as 'destroyed' and replacements from the pool will fill them back up again. Which for the Germans is very very slowly. On the top of the screen are some buttons...one of which is marked Rep for reports. Click on it, and on one of the listed reports, you can click on it to get a list of all the replacement points you got that turn. Turns are only 2 days, so don't expect too much. The game will allow you to create lots of units..as many as you care to spend your valuable political points on. However, just because you bought the counter, doesnt mean its going to grow into a nice new division. You will not have enough replacement points to keep your armies in the field at full strength, let alone have new ones being built. However, there can be some exceptions....if you click on your High Command (say, OKH), then click on Troop Details....(and again if there is a little white square next to the title), you will get a list of all the replacement points being held by it. You can also click on a units replacement level. It will cycle through 25%, 50%, 75%, 100%, Priority, and Disband. If you set it on Priority, then that unit will get replacements first before it checks the non priority units. Amongst the non priority units, it will dole them out in order of need, with the most hurt units getting replacements first. Another very important thing to remember, is that the unit has to be connected to OKH. (or STAVKA). or it wont get any replacements. I find it is faster/better to have the unit directly connected to OKH. The little numbers on the railroad represent the Guage difference between the wider Russian rails, and the narrower German ones. The game will automagically convert them from one guage to the other, taking 4 turns to do so...the number is the number of turns it will take, with 4 representing Russian Rail down to no number representing German rail. Against a human, engineers will be one of your most valuable units.....they repair bridges. Supply travels over bridges much much easier then over a river. The enemy will blow bridges, either with land troops retreating (russian) or by air (german). Combat is a trickier thing to explain..there are many aspects to combat to consider. A russian unit in a city will probably have a high entrenchment level. You can lower it with bombardment from artillery and air. (or the Russians can lower it for you by counterattacking). Units have readiness, which directly effects their strength. Units have stacking, so you should never never never attack with over the stacking limit (also called a BattleStack), unless you are so sure the enemy is so weak, he wont do much damage back. Some units fight better then others depending on terrain. For example, dont use tanks to attack urban hexes. Units get a bonus to combat if they are within 5 hexes of their Corp HQ (thats army to you ruskies). Not that your Army HQ (thats front for you barbarians) does not give any bonus to units directly attached to it. The Corp commander will have cards he can play..one of which is called Attack...The army commander may have a useful card as well he can play on the Corp commander...look for the ones that increase attack. An increased attack value shows up as a red percentage on the picture of the units. (defense is blue). So when it comes to a russian city..If I have to attack it directly (outflanking it is much less painful, but not always possible), I will bomb it from the air a turn or two before I get up to it with my infantry. I will try and fight to gain three hex sides on the city, which will allow me a 150 stacking point attack. (and give a 20% bonus to the attack). I will try to use only divisions for the 40% bonus. I will play a card from the army (like Lead from the front, Freedom, or Gamble) on the corp to give all those divisions a bonus. I will pick the best division and give it attack (or save the card for defense/speed afterwards). If the entrenchments are still rather high, I will probably still retreat the russians, but will also lose about 2 for every 3 of him I kill. If he is badly mangled from the bombings, then it will be an easy victory. Occasionally one unit may hold...but thats okay... The entrenchments will be ripped right down to next to nothing, and his readiness will have taken a big hit as well...and it will be easier to take the city next turn. If he tries to reinforce, those units wont have time to entrench.
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